Commit 269474b4 authored by Erik Faye-Lund 's avatar Erik Faye-Lund

docs: renumber headings

It's generally frowned upon to have multiple H1 headings in HTML4. So
let's make sure each article has a primary heading for the article, and
that that heading is the title that is used in the sidebar.

While we're at it, let's update the title in the articles to match the
title from the sidebar as well.
Signed-off-by: Erik Faye-Lund 's avatarErik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Eric Engestrom's avatarEric Engestrom <eric.engestrom@intel.com>
parent 87683ba0
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Mesa FAQ</title>
<title>Frequently Asked Questions</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -14,7 +14,7 @@
<iframe src="contents.html"></iframe>
<div class="content">
<h1>Mesa Frequently Asked Questions</h1>
<h1>Frequently Asked Questions</h1>
Last updated: 19 September 2018
<br>
......@@ -29,11 +29,9 @@ Last updated: 19 September 2018
<br>
<br>
<h2 id="part1">1. High-level Questions and Answers</h2>
<h1 id="part1">1. High-level Questions and Answers</h1>
<h2>1.1 What is Mesa?</h2>
<h3>1.1 What is Mesa?</h3>
<p>
Mesa is an open-source implementation of the OpenGL specification.
OpenGL is a programming library for writing interactive 3D applications.
......@@ -180,17 +178,17 @@ popular and feature-complete.
<br>
<h1 id="part2">2. Compilation and Installation Problems</h1>
<h2 id="part2">2. Compilation and Installation Problems</h2>
<h2>2.1 What's the easiest way to install Mesa?</h2>
<h3>2.1 What's the easiest way to install Mesa?</h3>
<p>
If you're using a Linux-based system, your distro CD most likely already
has Mesa packages (like RPM or DEB) which you can easily install.
</p>
<h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2>
<h3>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h3>
<p>
You're application is written in IRIS GL, not OpenGL.
IRIS GL was the predecessor to OpenGL and is a different thing (almost)
......@@ -199,7 +197,7 @@ Mesa's not the solution.
</p>
<h2>2.3 Where is the GLUT library?</h2>
<h3>2.3 Where is the GLUT library?</h3>
<p>
GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
If you don't already have GLUT installed, you should grab
......@@ -207,7 +205,7 @@ If you don't already have GLUT installed, you should grab
</p>
<h2>2.4 Where is the GLw library?</h2>
<h3>2.4 Where is the GLw library?</h3>
<p>
GLw (OpenGL widget library) is now available from a separate <a href="https://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
</p>
......@@ -253,9 +251,9 @@ and then install with <code>sudo ninja install</code>.
<br>
<h1 id="part3">3. Runtime / Rendering Problems</h1>
<h2 id="part3">3. Runtime / Rendering Problems</h2>
<h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2>
<h3>3.1 Rendering is slow / why isn't my graphics hardware being used?</h3>
<p>
If Mesa can't use its hardware accelerated drivers it falls back on one of its software renderers.
(eg. classic swrast, softpipe or llvmpipe)
......@@ -276,7 +274,7 @@ If your DRI-based driver isn't working, go to the
</p>
<h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2>
<h3>3.2 I'm seeing errors in depth (Z) buffering. Why?</h3>
<p>
Make sure the ratio of the far to near clipping planes isn't too great.
Look
......@@ -291,7 +289,7 @@ If you need a deeper you can modify the parameters to
</p>
<h2>3.3 Why Isn't depth buffering working at all?</h2>
<h3>3.3 Why Isn't depth buffering working at all?</h3>
<p>
Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
environment variable it will warn you about trying to enable depth testing
......@@ -306,14 +304,14 @@ alpha channels too.
</p>
<h2>3.4 Why does glGetString() always return NULL?</h2>
<h3>3.4 Why does glGetString() always return NULL?</h3>
<p>
Be sure you have an active/current OpenGL rendering context before
calling glGetString.
</p>
<h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
<h3>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h3>
<p>
If you're trying to draw a filled region by using GL_POINTS or GL_LINES
and seeing holes or gaps it's because of a float-to-int rounding problem.
......@@ -327,9 +325,9 @@ will fix the problem.
<br>
<h1 id="part4">4. Developer Questions</h1>
<h2 id="part4">4. Developer Questions</h2>
<h2>4.1 How can I contribute?</h2>
<h3>4.1 How can I contribute?</h3>
<p>
First, join the <a href="lists.html">mesa-dev mailing list</a>.
That's where Mesa development is discussed.
......@@ -343,7 +341,7 @@ You should read it.
extensions, writing hardware drivers (for the DRI), and code optimization.
</p>
<h2>4.2 How do I write a new device driver?</h2>
<h3>4.2 How do I write a new device driver?</h3>
<p>
Unfortunately, writing a device driver isn't easy.
It requires detailed understanding of OpenGL, the Mesa code, and your
......@@ -367,7 +365,7 @@ the archives) is a good way to get information.
</p>
<h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
<h3>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h3>
<p>
Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc
support due to intellectual property (IP) and/or patent issues around the s3tc
......
......@@ -31,9 +31,9 @@
</ol>
<h1 id="prereq-general">1. Prerequisites for building</h1>
<h2 id="prereq-general">1. Prerequisites for building</h2>
<h2>1.1 General</h2>
<h3>1.1 General</h3>
<p>
Build system.
......@@ -114,7 +114,7 @@ the packaging tool used by your distro.
... # others
</pre>
<h1 id="meson">2. Building with meson</h1>
<h2 id="meson">2. Building with meson</h2>
<p>
Meson is the latest build system in mesa, it is currently able to build for
......@@ -134,7 +134,7 @@ Please read the <a href="meson.html">detailed meson instructions</a>
for more information
</p>
<h1 id="autoconf">3. Building with autoconf (Linux/Unix/X11)</h1>
<h2 id="autoconf">3. Building with autoconf (Linux/Unix/X11)</h2>
<p>
Autoconf support was removed in Mesa 19.1.0. Please use meson instead.
......@@ -142,7 +142,7 @@ for more information
<h1 id="scons">4. Building with SCons (Windows/Linux)</h1>
<h2 id="scons">4. Building with SCons (Windows/Linux)</h2>
<p>
To build Mesa with SCons on Linux or Windows do
......@@ -178,7 +178,7 @@ Additional information is available in <a href="README.WIN32">README.WIN32</a>.
<h1 id="android">5. Building with AOSP (Android)</h1>
<h2 id="android">5. Building with AOSP (Android)</h2>
<p>
Currently one can build Mesa for Android as part of the AOSP project, yet
......@@ -197,7 +197,7 @@ Android-x86 and/or other resources.
</p>
<h1 id="libs">6. Library Information</h1>
<h2 id="libs">6. Library Information</h2>
<p>
When compilation has finished, look in the top-level <code>lib/</code>
......@@ -235,7 +235,7 @@ versions of libGL and device drivers.
</p>
<h1 id="pkg-config">7. Building OpenGL programs with pkg-config</h1>
<h2 id="pkg-config">7. Building OpenGL programs with pkg-config</h2>
<p>
Running <code>ninja install</code> will install package configuration files
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Mesa Introduction</title>
<title>Introduction</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -50,7 +50,7 @@ systems.
<h1>Project History</h1>
<h2>Project History</h2>
<p>
The Mesa project was originally started by Brian Paul.
......@@ -185,7 +185,7 @@ of the OpenGL, OpenGL ES and Vulkan specifications.
<h1>Major Versions</h1>
<h2>Major Versions</h2>
<p>
This is a summary of the major versions of Mesa.
......@@ -194,7 +194,7 @@ of the OpenGL specification is implemented.
</p>
<h2>Version 12.x features</h2>
<h3>Version 12.x features</h3>
<p>
Version 12.x of Mesa implements the OpenGL 4.3 API, but not all drivers
support OpenGL 4.3.
......@@ -204,21 +204,21 @@ Initial support for Vulkan is also included.
</p>
<h2>Version 11.x features</h2>
<h3>Version 11.x features</h3>
<p>
Version 11.x of Mesa implements the OpenGL 4.1 API, but not all drivers
support OpenGL 4.1.
</p>
<h2>Version 10.x features</h2>
<h3>Version 10.x features</h3>
<p>
Version 10.x of Mesa implements the OpenGL 3.3 API, but not all drivers
support OpenGL 3.3.
</p>
<h2>Version 9.x features</h2>
<h3>Version 9.x features</h3>
<p>
Version 9.x of Mesa implements the OpenGL 3.1 API.
While the driver for Intel Sandy Bridge and Ivy Bridge is the only
......@@ -233,7 +233,7 @@ tracker for OpenCL.
</p>
<h2>Version 8.x features</h2>
<h3>Version 8.x features</h3>
<p>
Version 8.x of Mesa implements the OpenGL 3.0 API.
The developers at Intel deserve a lot of credit for implementing most
......@@ -242,14 +242,14 @@ the i965 driver.
</p>
<h2>Version 7.x features</h2>
<h3>Version 7.x features</h3>
<p>
Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature
of OpenGL 2.x is the OpenGL Shading Language.
</p>
<h2>Version 6.x features</h2>
<h3>Version 6.x features</h3>
<p>
Version 6.x of Mesa implements the OpenGL 1.5 API with the following
extensions incorporated as standard features:
......@@ -289,7 +289,7 @@ OpenGL specification</a> for more details.
<h2>Version 5.x features</h2>
<h3>Version 5.x features</h3>
<p>
Version 5.x of Mesa implements the OpenGL 1.4 API with the following
extensions incorporated as standard features:
......@@ -315,7 +315,7 @@ extensions incorporated as standard features:
</ul>
<h2>Version 4.x features</h2>
<h3>Version 4.x features</h3>
<p>
Version 4.x of Mesa implements the OpenGL 1.3 API with the following
......@@ -334,7 +334,7 @@ extensions incorporated as standard features:
<li>GL_ARB_transpose_matrix
</ul>
<h2>Version 3.x features</h2>
<h3>Version 3.x features</h3>
<p>
Version 3.x of Mesa implements the OpenGL 1.2 API with the following
......@@ -350,7 +350,7 @@ features:
</ul>
<h2>Version 2.x features</h2>
<h3>Version 2.x features</h3>
<p>
Version 2.x of Mesa implements the OpenGL 1.1 API with the following
features.
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>License / Copyright Information</title>
<title>License and Copyright</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -14,7 +14,9 @@
<iframe src="contents.html"></iframe>
<div class="content">
<h1>Disclaimer</h1>
<h1>License and Copyright</h1>
<h2>Disclaimer</h2>
<p>
Mesa is a 3-D graphics library with an API which is very similar to
......@@ -42,7 +44,7 @@ library</em>. <br>
<h1>License / Copyright Information</h1>
<h2>License / Copyright Information</h2>
<p>
The Mesa distribution consists of several components. Different copyrights
......@@ -82,7 +84,7 @@ SOFTWARE.
</pre>
<h1>Attention, Contributors</h1>
<h2>Attention, Contributors</h2>
<p>
When contributing to the Mesa project you must agree to the licensing terms
......@@ -92,7 +94,7 @@ and their respective licenses.
</p>
<h1>Mesa Component Licenses</h1>
<h2>Mesa Component Licenses</h2>
<pre>
Component Location License
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Mesa Mailing Lists</title>
<title>Mailing Lists</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -68,14 +68,14 @@ kernels, see the
</p>
<h1>IRC</h1>
<h2>IRC</h2>
<p>join <a href="irc://chat.freenode.net#dri-devel">#dri-devel channel</a>
on <a href="https://webchat.freenode.net/">irc.freenode.net</a>
</p>
<h1>OpenGL Forums</h1>
<h2>OpenGL Forums</h2>
<p>
Here are some other OpenGL-related forums you might find useful:
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>llvmpipe</title>
<title>Gallium LLVMpipe Driver</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -14,7 +14,9 @@
<iframe src="contents.html"></iframe>
<div class="content">
<h1>Introduction</h1>
<h1>Gallium LLVMpipe Driver</h1>
<h2>Introduction</h2>
<p>
The Gallium llvmpipe driver is a software rasterizer that uses LLVM to
......@@ -28,7 +30,7 @@ It's the fastest software rasterizer for Mesa.
</p>
<h1>Requirements</h1>
<h2>Requirements</h2>
<ul>
<li>
......@@ -112,7 +114,7 @@ It's the fastest software rasterizer for Mesa.
</ul>
<h1>Building</h1>
<h2>Building</h2>
To build everything on Linux invoke scons as:
......@@ -137,9 +139,9 @@ For Windows the procedure is similar except the target:
</pre>
<h1>Using</h1>
<h2>Using</h2>
<h2>Linux</h2>
<h3>Linux</h3>
<p>On Linux, building will create a drop-in alternative for libGL.so into</p>
......@@ -157,7 +159,7 @@ or
lib directory without the "-debug" suffix.</p>
<h2>Windows</h2>
<h3>Windows</h3>
<p>
On Windows, building will create
......@@ -192,7 +194,7 @@ any OpenGL drivers):
</ul>
<h1>Profiling</h1>
<h2>Profiling</h2>
<p>
To profile llvmpipe you should build as
......@@ -206,7 +208,7 @@ This will ensure that frame pointers are used both in C and JIT functions, and
that no tail call optimizations are done by gcc.
</p>
<h2>Linux perf integration</h2>
<h3>Linux perf integration</h3>
<p>
On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>:
......@@ -228,7 +230,7 @@ the generated code annotated with the samples.
<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p>
<h1>Unit testing</h1>
<h2>Unit testing</h2>
<p>
Building will also create several unit tests in
......@@ -250,7 +252,7 @@ for later analysis, e.g.:
</pre>
<h1>Development Notes</h1>
<h2>Development Notes</h2>
<ul>
<li>
......@@ -272,7 +274,7 @@ for later analysis, e.g.:
</li>
</ul>
<h1 id="recommended_reading">Recommended Reading</h1>
<h2 id="recommended_reading">Recommended Reading</h2>
<ul>
<li>
......
......@@ -45,7 +45,7 @@ The OSMesa interface may be used with any of three software renderers:
There are several examples of OSMesa in the mesa/demos repository.
</p>
<h1>Building OSMesa</h1>
<h2>Building OSMesa</h2>
<p>
Configure and build Mesa with something like:
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Release calendar</title>
<title>Release Calendar</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -14,7 +14,9 @@
<iframe src="contents.html"></iframe>
<div class="content">
<h1>Overview</h1>
<h1>Release Calendar</h1>
<h2>Overview</h2>
<p>
Mesa provides feature/development and stable releases.
......@@ -37,7 +39,7 @@ Take a look <a href="submittingpatches.html#criteria" target="_parent">here</a>
if you'd like to nominate a patch in the next stable release.
</p>
<h1 id="calendar">Calendar</h1>
<h2 id="calendar">Calendar</h2>
<table border="1">
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Releasing process</title>
<title>Releasing Process</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -15,7 +15,7 @@
<div class="content">
<h1>Releasing process</h1>
<h1>Releasing Process</h1>
<ul>
<li><a href="#overview">Overview</a>
......@@ -31,7 +31,7 @@
</ul>
<h1 id="overview">Overview</h1>
<h2 id="overview">Overview</h2>
<p>
This document uses the convention X.Y.Z for the release number with X.Y being
......@@ -52,7 +52,7 @@ For example:
</pre>
<h1 id="schedule">Release schedule</h1>
<h2 id="schedule">Release schedule</h2>
<p>
Releases should happen on Wednesdays. Delays can occur although those
......@@ -97,7 +97,7 @@ additional bug fix releases of the current stable branch.
</p>
<h1 id="pickntest">Cherry-picking and testing</h1>
<h2 id="pickntest">Cherry-picking and testing</h2>
<p>
Commits nominated for the active branch are picked as based on the
......@@ -223,7 +223,7 @@ system and making some every day's use until the release may be a good
idea too.
</p>
<h1 id="stagingbranch">Staging branch</h1>
<h2 id="stagingbranch">Staging branch</h2>
<p>
A live branch, which contains the currently merge/rejected patches is available
......@@ -243,7 +243,7 @@ Notes:
</ul>
<h1 id="branch">Making a branchpoint</h1>
<h2 id="branch">Making a branchpoint</h2>
<p>
A branchpoint is made such that new development can continue in parallel to
......@@ -293,7 +293,7 @@ Proceed to <a href="#release">release</a> -rc1.
</p>
<h1 id="prerelease">Pre-release announcement</h1>
<h2 id="prerelease">Pre-release announcement</h2>
<p>
It comes shortly after outstanding patches in the respective branch are pushed.
......@@ -445,7 +445,7 @@ Reason: The patch was reverted shortly after it was merged.
</pre>
<h1 id="release">Making a new release</h1>
<h2 id="release">Making a new release</h2>
<p>
These are the instructions for making a new Mesa release.
......@@ -599,7 +599,7 @@ docs/release-calendar.html. Then commit and push:
</pre>
<h1 id="announce">Announce the release</h1>
<h2 id="announce">Announce the release</h2>
<p>
Use the generated template during the releasing process.
......@@ -611,7 +611,7 @@ series, if that is the case.
</p>
<h1 id="website">Update the mesa3d.org website</h1>
<h2 id="website">Update the mesa3d.org website</h2>
<p>
As the hosting was moved to freedesktop, git hooks are deployed to update the
......@@ -619,7 +619,7 @@ website. Manually check that it is updated 5-10 minutes after the final <code>gi
</p>
<h1 id="bugzilla">Update Bugzilla</h1>
<h2 id="bugzilla">Update Bugzilla</h2>
<p>
Parse through the bugreports as listed in the docs/relnotes/X.Y.Z.html
......
......@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Supported Systems and Drivers</title>
<title>Platforms and Drivers</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>
......@@ -14,7 +14,7 @@
<iframe src="contents.html"></iframe>
<div class="content">
<h1>Supported Systems and Drivers</h1>
<h1>Platforms and Drivers</h1>
<p>
Mesa is primarily developed and used on Linux systems.
......@@ -66,9 +66,9 @@ and Unix-like operating systems
</ul>
<h1>
<h2>
Deprecated Systems and Drivers
</h1>
</h2>
<p>
In the past there were other drivers for older GPUs and operating
......
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