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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Mesa Release Notes</title>
<link rel="stylesheet" type="text/css" href="../mesa.css">
</head>
<body>
<div class="header">
<h1>The Mesa 3D Graphics Library</h1>
</div>
<iframe src="../contents.html"></iframe>
<div class="content">
<h1>Mesa 19.2.2 Release Notes / 2019-10-23</h1>
<p>
Mesa 19.2.2 is a bug fix release which fixes bugs found since the 19.2.1 release.
</p>
<p>
Mesa 19.2.2 implements the OpenGL 4.5 API, but the version reported by
glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used.
Some drivers don't support all the features required in OpenGL 4.5. OpenGL
4.5 is <strong>only</strong> available if requested at context creation.
Compatibility contexts may report a lower version depending on each driver.
</p>
<p>
Mesa 19.2.2 implements the Vulkan 1.1 API, but the version reported by
the apiVersion property of the VkPhysicalDeviceProperties struct
depends on the particular driver being used.
</p>
<h2>SHA256 checksum</h2>
<pre>
7e4f0e2678bfcf3b94f533078b514f37943378a4a8604e477c888ec8a2904394 mesa-19.2.2.tar.xz
</pre>
<h2>New features</h2>
<ul>
<li>None</li>
</ul>
<h2>Bug fixes</h2>
<ul>
<li>Vulkan version of "Middle-earth: Shadow of Mordor" has graphics glitches on RADV driver (part 2)</li>
<li>Vulkan version of "Middle-earth: Shadow of Mordor" has graphics glitches on RADV driver</li>
<li>[amdgpu][Navi][llvm] Minimap problem in Nier Automata</li>
<li>Black ground in Dirt 4</li>
<li>Superbibles examples crashing Mesa drivers (radeonsi) and causing gpu reset</li>
<li>[CTS] dEQP-VK.graphicsfuzz.write-red-in-loop-nest crashes</li>
<li>mesa and libglvnd install the same headers</li>
<li>Regression: Doom (2016) crashes on Mesa 19.2 and above and Radeon 380 with Vulkan (worked on Mesa 19.1)</li>
<li>Rocket League displays corruption when the game starts</li>
</ul>
<h2>Changes</h2>
<ul>
<p>Alan Coopersmith (6):</p>
<li> c99_compat.h: Don't try to use 'restrict' in C++ code</li>
<li> util: Make Solaris implemention of p_atomic_add work with gcc</li>
<li> util: Workaround lack of flock on Solaris</li>
<li> util: Solaris has linux-style pthread_setname_np</li>
<li> meson: recognize "sunos" as the system name for Solaris</li>
<li> intel/common: include unistd.h for ioctl() prototype on Solaris</li>
<p></p>
<p>Alejandro Piñeiro (1):</p>
<li> v3d: take into account prim_counts_offset</li>
<p></p>
<p>Bas Nieuwenhuizen (3):</p>
<li> radv: Disallow sparse shared images.</li>
<li> nir/dead_cf: Remove dead control flow after infinite loops.</li>
<li> radv: Fix single stage constant flush with merged shaders.</li>
<p></p>
<p>Clément Guérin (1):</p>
<li> radeonsi: enable zerovram for Rocket League</li>
<p></p>
<p>Connor Abbott (2):</p>
<li> nir/sink: Rewrite loop handling logic</li>
<li> nir/sink: Don't sink load_ubo to outside of its defining loop</li>
<p></p>
<p>Dylan Baker (1):</p>
<li> docs: Add SHA256 sum for 19.2.1</li>
<p></p>
<p>Eric Engestrom (7):</p>
<li> GL: drop symbols mangling support</li>
<li> meson: rename `glvnd_missing_pc_files` to `not glvnd_has_headers_and_pc_files`</li>
<li> meson: move a couple of include installs around</li>
<li> meson: split headers one per line</li>
<li> meson: split Mesa headers as a separate installation</li>
<li> meson: skip installation of GLVND-provided headers</li>
<li> util/u_atomic: fix return type of p_atomic_{inc,dec}_return() and p_atomic_{cmp,}xchg()</li>
<p></p>
<p>Ian Romanick (2):</p>
<li> nir/search: Fix possible NULL dereference in is_fsign</li>
<li> intel/vec4: Don't try both sources as immediates for DPH</li>
<p></p>
<p>James Xiong (1):</p>
<li> iris: finish aux import on get_param</li>
<p></p>
<p>Kenneth Graunke (2):</p>
<li> iris: Properly unreference extra VBOs for draw parameters</li>
<li> iris: Implement the Gen < 9 tessellation quads workaround</li>
<p></p>
<p>Lepton Wu (1):</p>
<li> egl/android: Remove our own reference to buffers.</li>
<p></p>
<p>Lionel Landwerlin (3):</p>
<li> etnaviv: remove variable from global namespace</li>
<li> anv: fix vkUpdateDescriptorSets with inline uniform blocks</li>
<li> anv: fix memory leak on device destroy</li>
<p></p>
<p>Lucas Stach (3):</p>
<li> etnaviv: fix vertex buffer state emission for single stream GPUs</li>
<li> rbug: fix transmitted texture sizes</li>
<li> rbug: unwrap index buffer resource</li>
<p></p>
<p>Pierre-Eric Pelloux-Prayer (1):</p>
<li> mesa: fix invalid target error handling for teximage</li>
<p></p>
<p>Roland Scheidegger (1):</p>
<li> gallivm: Fix saturated signed psub/padd intrinsics on llvm 8</li>
<p></p>
<p>Samuel Pitoiset (6):</p>
<li> drirc: enable vk_x11_override_min_image_count for DOOM</li>
<li> radv: bump minTexelBufferOffsetAlignment to 4</li>
<li> radv: fix DCC fast clear code for intensity formats</li>
<li> Revert "radv: do not emit PKT3_CONTEXT_CONTROL with AMDGPU 3.6.0+"</li>
<li> radv: fix DCC fast clear code for intensity formats (correctly)</li>
<li> radv: fix updating bound fast ds clear values with different aspects</li>
<p></p>
<p>Timothy Arceri (1):</p>
<li> glsl: fix crash compiling bindless samplers inside unnamed UBOs</li>
<p></p>
<p></p>
</ul>
</div>
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