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Mesa 21.1.5 Release Notes / 2021-07-14
======================================

Mesa 21.1.5 is a bug fix release which fixes bugs found since the 21.1.4 release.

Mesa 21.1.5 implements the OpenGL 4.6 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 4.6. OpenGL
4.6 is **only** available if requested at context creation.
Compatibility contexts may report a lower version depending on each driver.

Mesa 21.1.5 implements the Vulkan 1.2 API, but the version reported by
the apiVersion property of the VkPhysicalDeviceProperties struct
depends on the particular driver being used.

SHA256 checksum
---------------

::

    022c7293074aeeced2278c872db4fa693147c70f8595b076cf3f1ef81520766d  mesa-21.1.5.tar.xz


New features
------------

- None


Bug fixes
---------

- [build error] macros.h:88:26: error: size of unnamed array is negative
- Game Issue: Nuclear Throne crashes in RadeonSI
- Crash in glLinkProgram while trying to craft the link error
- Shader compilation memory leaks
- Wolfenstein II: The New Colossus - Screen goes black in some cases
- SpaceEngine in Steam Proton cannot start with Mesa >=20.3
- [bisected] KDE plasma menu text renders like stretched strangely [amdgpu]
- Luna Sky Crashes on Launch
- Mesa crashes on undefined texture behaviour
- Mesa crashes on undefined texture behaviour
- cache_test uses uninitialized stack memory


Changes
-------

Alyssa Rosenzweig (1):

- nir: Fix constant folding for irhadd/urhadd

Bas Nieuwenhuizen (1):

- ac/surface: Handle non-retiled displayable DCC correctly for modifiers.

Connor Abbott (1):

- ir3: Fix infinite loop in scheduler when splitting

Danylo Piliaiev (1):

- glsl: Prohibit implicit conversion of mem parameter in atomicOP functions

Dave Airlie (1):

- draw: fix tessellation output vertex size calculation

Eric Engestrom (4):

- .pick_status.json: Update to e4f762ac346f31fc1fd201aecdc375348be5075f
- zink: mark a bunch of zink-piglit-quick_gl tests as flakes
- .pick_status.json: Update to c704bb630d21e0a30500e9d8f42493ede3cc55ae
- .pick_status.json: Mark e5d158881b3e12270521d7081b4bba0ac2108d2e as denominated

Heinrich Fink (1):

- softpipe: add missing sentinel to debug option array

Jason Ekstrand (1):

- iris: Don't leak the surface if uncompressed re-interp fails

Lionel Landwerlin (1):

- intel/perf: use the right popcount for 64bits

Marek Olšák (2):

- ac/surface/tests: fix the ARM build
- radeonsi,radv: fix a late alloc deadlock with <= 6 CUs per SA

Michel Dänzer (3):

- Convert most remaining free-form fall-through comments to FALLTHROUGH
- osmesa: Replace default case FALLTHROUGH annotation by following return
- Fix up leftover "state_trackers" references to "frontends"

Pierre-Eric Pelloux-Prayer (4):

- radeonsi: fix fb_too_small condition
- radeonsi/gfx7: always sync pfp/me
- ac/surface: don't print stencil info if tex has no stencil
- radeonsi/driconf: add workaround for SpaceEngine

Qiang Yu (1):

- st/mesa: fix size miss match for some check

Rob Clark (2):

- freedreno: Consolidate needs_flush and clearing last_fence
- freedreno/a6xx: Fix framebuffer_barrier crash

Samuel Pitoiset (2):

- radv: disable DCC for DOOM 2016 and Wolfenstein II
- aco: fix shared_atomic_comp_swap if the second source isn't a VGPR

Thomas H.P. Andersen (3):

- nir: return progress from nir_lower_packing
- nir/ifind_msb_rev: fix input check
- broadcom/compiler: fix add vs. mul

Timothy Arceri (7):

- util/tests: initialise key in cache_test
- mesa: don't crash on incorrect texture use
- i965: don't crash on incorrect texture use
- util/driconf: add new ignore_write_to_readonly_var workaround
- util: add some workarounds for the game Luna Sky
- glsl: force_glsl_version to shaders with no defined version
- util/radeonsi: add radeonsi workaround for Nuclear Throne

Vinson Lee (1):

- st/xa: Mark default xa_get_pipe_format case unreachable.

Yevhenii Kolesnikov (1):

- intel: fix leaking memory on shader creation