Commit 7378180e authored by Andres Gomez's avatar Andres Gomez
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docs: update 18.2.0 release notes

Signed-off-by: Andres Gomez's avatarAndres Gomez <>
parent 83c0910b
......@@ -14,7 +14,7 @@
<iframe src="../contents.html"></iframe>
<div class="content">
<h1>Mesa 18.2.0 Release Notes / TBD</h1>
<h1>Mesa 18.2.0 Release Notes / September 7, 2018</h1>
Mesa 18.2.0 is a new development release. People who are concerned
......@@ -65,6 +65,211 @@ Note: some of the new features are only available with certain drivers.
<h2>Bug fixes</h2>
<li><a href="">Bug 13728</a> - [G965] Some objects in Neverwinter Nights Linux version not displayed correctly</li>
<li><a href="">Bug 61761</a> - glPolygonOffsetEXT, OFFSET_BIAS incorrectly set to a huge number</li>
<li><a href="">Bug 65422</a> - Rename api_validate.[ch] to draw_validate.[ch]</li>
<li><a href="">Bug 78097</a> - glUniform1ui and friends not supported by display lists</li>
<li><a href="">Bug 91808</a> - trine1 misrender r600g</li>
<li><a href="">Bug 93355</a> - [BXT,SKLGT4e] intermittent ext_framebuffer_multisample.accuracy fails</li>
<li><a href="">Bug 95009</a> - [SNB] intermittent</li>
<li><a href="">Bug 95012</a> - [SNB] tests intermittent</li>
<li><a href="">Bug 98699</a> - &quot;float[a+++4 ? 1:1] f;&quot; crashes glsl_compiler</li>
<li><a href="">Bug 99116</a> - Wine DirectDraw programs showing only a blackscreen when using Mesa Gallium drivers</li>
<li><a href="">Bug 99730</a> - Metro Redux game(s) needs override for midshader extension declaration</li>
<li><a href="">Bug 100177</a> - [GM206] Misrendering in XCOM Ennemy Within</li>
<li><a href="">Bug 100430</a> - [radv] graphical glitches on dolphin emulator</li>
<li><a href="">Bug 101247</a> - Mesa fails to link GLSL programs with unused output blocks</li>
<li><a href="">Bug 102390</a> - centroid interpolation causes broken attribute values</li>
<li><a href="">Bug 102678</a> - gl_BaseVertex should always be zero when the draw command has no &lt;basevertex&gt; parameter</li>
<li><a href="">Bug 103274</a> - BRW allocates too much heap memory</li>
<li><a href="">Bug 104388</a> - [snb] GPU HANG: ecode 6:0:0x85fffff8 in fgfs</li>
<li><a href="">Bug 104626</a> - broadcom/vc5: double compare</li>
<li><a href="">Bug 104809</a> - anv: DOOM 2016 and Wolfenstein II:The New Colossus crash due to not having depthBoundsTest</li>
<li><a href="">Bug 105351</a> - [Gen6+] piglit's arb_shader_image_load_store-host-mem-barrier fails with a glGetTexSubImage fallback path</li>
<li><a href="">Bug 105374</a> - texture3d, a SaschaWillems demo, assert fails</li>
<li><a href="">Bug 105396</a> - tc compatible htile sets depth of htiles of discarded fragments to 1.0</li>
<li><a href="">Bug 105399</a> - [snb] GPU hang: after geometry shader emits no geometry, the program hangs</li>
<li><a href="">Bug 105497</a> - shader-db crashes on 72 core system after ast_type_qualifier bitset change</li>
<li><a href="">Bug 105613</a> - Compute shader locks up within nested &quot;for&quot; loop</li>
<li><a href="">Bug 105731</a> - linker error &quot;fragment shader input ... has no matching output in the previous stage&quot; when previous stage's output declaration in a separate shader object</li>
<li><a href="">Bug 105904</a> - Needed to delete mesa shader cache after driver upgrade for 32 bit wine vulkan programs to work.</li>
<li><a href="">Bug 105975</a> - i965 always reports 0 viewport subpixel bits</li>
<li><a href="">Bug 106090</a> - Compiling compute shader crashes RADV</li>
<li><a href="">Bug 106133</a> - make check &quot;OSError: [Errno 24] Too many open files&quot;</li>
<li><a href="">Bug 106163</a> - r600/sb: optimizer tries to schedule access to different array elements in one instruction group</li>
<li><a href="">Bug 106174</a> - vulkan dota2 broken (segfaulting), found bug commit</li>
<li><a href="">Bug 106180</a> - [bisected] radv vulkan smoke test black screen (Add support for DRI3 v1.2)</li>
<li><a href="">Bug 106232</a> - LLVM unit tests have error in random number handling</li>
<li><a href="">Bug 106243</a> - [kbl] GPU HANG: 9:0:0x85dffffb, in Cinnamon</li>
<li><a href="">Bug 106315</a> - The witness + dxvk suffers flickering garbage</li>
<li><a href="">Bug 106331</a> - radv doesnt support VK_FORMAT_R32G32B32_SFLOAT</li>
<li><a href="">Bug 106382</a> - Shader cache breaks INTEL_DEBUG=shader_time</li>
<li><a href="">Bug 106393</a> - glsl-fs-shader-stencil-export hangs forever</li>
<li><a href="">Bug 106450</a> - glGetIntegerv return wrong value in some cases</li>
<li><a href="">Bug 106462</a> - piglit.spec.arb_vertex_array_bgra.get regression</li>
<li><a href="">Bug 106479</a> - NDEBUG not defined for libamdgpu_addrlib</li>
<li><a href="">Bug 106480</a> - A2B10G10R10_SNORM vertex attribute doesn't work.</li>
<li><a href="">Bug 106499</a> - [regression, bisected] Several games crash on start</li>
<li><a href="">Bug 106504</a> - vulkan SPIR-V parsing failed at ../src/compiler/spirv/vtn_cfg.c:381</li>
<li><a href="">Bug 106511</a> - radv: MSAA broken on SI (assertion failure in vkCreateImage)</li>
<li><a href="">Bug 106587</a> - Dota2 is very dark when using vulkan render on a Intel &lt;&lt; AMD prime setup</li>
<li><a href="">Bug 106594</a> - [regression,apitrace,bisected] Prison Architect rendered unplayable by multicoloured flickering triangles and overlayed triangles when performing certain actions</li>
<li><a href="">Bug 106619</a> - [OpenCL][llvm-svn]build failure addPassesToEmitFile candidate expects 6 arguments, 3 provided</li>
<li><a href="">Bug 106629</a> - [SNB,IVB,HSW,BDW] dEQP-EGL.functional.image.create.gles2_cubemap_negative_z_rgb_read_pixels</li>
<li><a href="">Bug 106642</a> - X server crashes in i965 on desktop startup when DRI3 v1.2 / modifier support is enabled</li>
<li><a href="">Bug 106643</a> - double free when exporting a temporarily imported semaphore</li>
<li><a href="">Bug 106673</a> - [bisected] Steam is unusable since commit 5c33e8c7</li>
<li><a href="">Bug 106687</a> - radv: Fast color clears use incorrect format</li>
<li><a href="">Bug 106708</a> - [SKL/KBL/GLK] 2-3% performance drop in SynMark DrvState and 5-9% drop on SynMark Multithread</li>
<li><a href="">Bug 106748</a> - st/mesa: use PIPE_CAP_GLSL_FEATURE_LEVEL_COMPATIBILITY broke qemu -display sdl,gl=on</li>
<li><a href="">Bug 106756</a> - Wine 3.9 crashes with DXVK on Just Cause 3 and Quantum Break on VEGA but works ON POLARIS</li>
<li><a href="">Bug 106774</a> - GLSL IR copy propagates loads of SSBOs</li>
<li><a href="">Bug 106776</a> - vma_random unrecognized command line option &quot;-std=c++11&quot;</li>
<li><a href="">Bug 106778</a> - Files missing from tarball - intel_sanitize_gpu.*</li>
<li><a href="">Bug 106779</a> - Files missing from tarball - u_debug_stack_android.cpp</li>
<li><a href="">Bug 106784</a> - 18.1.1 autotools build fail without mako</li>
<li><a href="">Bug 106801</a> - vma_random_test.cpp:239:18: error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'uint_fast32_t' (aka 'unsigned int') in initializer list [-Wc++11-narrowing]</li>
<li><a href="">Bug 106810</a> - ProgramBinary does not switch program correctly when using transform feedback</li>
<li><a href="">Bug 106823</a> - Failed to recongnize keyword of shader code</li>
<li><a href="">Bug 106830</a> - [bisected] 32 bit tests (deqp, piglit, glcts, vulkancts) crashing on all platforms</li>
<li><a href="">Bug 106861</a> - fatal error: wayland-egl-backend.h: No such file or directory compilation terminated.</li>
<li><a href="">Bug 106865</a> - [GLK] piglit.spec.ext_framebuffer_multisample.accuracy stencil tests fail</li>
<li><a href="">Bug 106903</a> - radv: Fragment shader output goes to wrong attachments when render targets are sparse</li>
<li><a href="">Bug 106906</a> - Failed to recongnize keyword “sampler2DRect” and &quot;sampler2DRectShadow&quot;</li>
<li><a href="">Bug 106907</a> - Correct Transform Feedback Varyings information is expected after using ProgramBinary</li>
<li><a href="">Bug 106912</a> - radv: 16-bit depth buffer causes artifacts in Shadow Warrior 2</li>
<li><a href="">Bug 106928</a> - When starting a match Rocket League crashes on &quot;Go&quot;</li>
<li><a href="">Bug 106941</a> - Intel ANV vulkan driver exposing version 1.1.0 which is incorrect</li>
<li><a href="">Bug 106986</a> - glGetQueryiv error when querying number of result bits for GL_ANY_SAMPLES_PASSED_CONSERVATIVE</li>
<li><a href="">Bug 106997</a> - [Regression]. Dying light game is crashing on latest mesa</li>
<li><a href="">Bug 107098</a> - Segfault after munmap(kms_sw_dt-&gt;ro_mapped)</li>
<li><a href="">Bug 107117</a> - mesa-18.1: regression with TFP on intel with modesettings and glamor acceleration</li>
<li><a href="">Bug 107190</a> - Got seg fault on snb when use INTEL_DEBUG=bat</li>
<li><a href="">Bug 107193</a> - piglit.spec.arb_compute_shader.linker.bug-93840 fails</li>
<li><a href="">Bug 107212</a> - Dual-Core CPU E5500 / G45: RetroArch with reicast core results in corrupted graphics</li>
<li><a href="">Bug 107223</a> - [GEN9+] 50% perf drop in SynMark Fill* tests (E2E RBC gets disabled?)</li>
<li><a href="">Bug 107248</a> - [G45 ILK G965] Texture handling broken</li>
<li><a href="">Bug 107275</a> - NIR segfaults after spirv-opt</li>
<li><a href="">Bug 107276</a> - radv: OpBitfieldUExtract returns incorrect result when count is zero</li>
<li><a href="">Bug 107295</a> - Access violation on glDrawArrays with count &gt;= 2048</li>
<li><a href="">Bug 107305</a> - glsl/opt_copy_propagation_elements.cpp:72:9: error: delegating constructors are permitted only in C++11</li>
<li><a href="">Bug 107312</a> - Mesa-git RPM build fails after commit 8cacf38f527d42e41441ef8c25d95d4b2f4e8602</li>
<li><a href="">Bug 107359</a> - [Regression] [bisected] [OpenGL CTS] [SKL,BDW] KHR-GL46.texture_barrier*-texels, GTF-GL46.gtf21.GL2FixedTests.buffer_corners.buffer_corners, and GTF-GL46.gtf21.GL2FixedTests.stencil_plane_corners.stencil_plane_corners fail with some configuration</li>
<li><a href="">Bug 107366</a> - NIR verification crashes on piglit tests</li>
<li><a href="">Bug 107423</a> - vc4 build failure: &quot;v3d_decoder.c:893: undefined reference to `clif_lookup_bo'&quot;</li>
<li><a href="">Bug 107443</a> - Build error on arm64: v3d_decoder.c:837:17: error: format not a string literal and no format arguments [-Werror=format-security]</li>
<li><a href="">Bug 107460</a> - radv: OpControlBarrier does not always work correctly (bisected)</li>
<li><a href="">Bug 107477</a> - [DXVK] Setting high shader quality in GTA V results in LLVM error</li>
<li><a href="">Bug 107510</a> - [GEN8+] up to 10% perf drop on several 3D benchmarks</li>
<li><a href="">Bug 107544</a> - intel/decoder: out of bounds group_iter</li>
<li><a href="">Bug 107550</a> - &quot;0[2]&quot; as function parameter hits assert</li>
<li><a href="">Bug 107579</a> - [SNB] The graphic corruption when we reuse the GS compiled and used for TFB when statebuffer contain magic trash in the unused space</li>
<li><a href="">Bug 107601</a> - Rise of the Tomb Raider Segmentation Fault when the game starts</li>
<li><a href="">Bug 107610</a> - Dolphin emulator mis-renders shadow overlay in Super Mario Sunshine</li>
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