Commit 1a200413 authored by Dylan Baker's avatar Dylan Baker Committed by Marge Bot

docs: add release notes for 20.3.3

Part-of: <!8478>
parent 86101cda
Mesa 20.3.3 Release Notes / 2021-01-13
Mesa 20.3.3 is a bug fix release which fixes bugs found since the 20.3.2 release.
Mesa 20.3.3 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 20.3.3 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
New features
- None
Bug fixes
- \[RADV/ACO/SIENNA_CICHLID\] Into the game Shadow of the Tomb Raider the flickering artifacts are present on brushes.
- DOOM crashes on startup with OpenGL on RX 6800
- Space Engineers rendering regression after 5f79e4e6 which triggers incorrect optimizations from 053be9f0
- star conflict crashes on iris, but loads fine on i965, on HD 5500
Andrii Simiklit (1):
- st/mesa: don't affect original st_CompressedTexSubImage parameters
Bas Nieuwenhuizen (3):
- radv/winsys: Fix inequality for sparse buffer remapping.
- radv/winsys: Fix offset in range merging.
- radv: Add Android module info to linker script.
Danylo Piliaiev (2):
- nir: account for point-coord origin when lowering it
- nir: fix missing nir_lower_pntc_ytransform.c in the makefile
Dylan Baker (6):
- docs: Add sha256 sum for 20.3.2
- .pick_status.json: Update to 9ef2c44ce682b7981bd7a68c65f338f1e33bb001
- .pick_status.json: Update to b2d000513e4a9b06d3b073913741dae47a00526e
- .pick_status.json: Update to 96ceca33c1dd69a1feed13b0e19bfc38e6f7d979
- .pick_status.json: Update to d9c8422c4168c7433f68b97065283ebf26631d56
- .pick_status.json: Mark 52b6adfbfb51a3b1a54964cbcb2adb0299d1252b as backported
Eric Anholt (4):
- gallium/draw: Fix intermittent failure to bind new geometry shaders.
- gallium/ntt: Fix emitting UBO declarations.
- gallium/ntt: Fix leak of the per-instr liveness information.
- mesa/st: Free the NIR builtins TGSI tokens after passing to the driver.
Erik Faye-Lund (2):
- gallium/util: do not perform n^2 stencil blits
- zink: dot leak dummy_buffer
Georg Lehmann (2):
- vulkan/device-select: fix vkGetInstanceProcAddr self-resolving
- vulkan/overlay: fix vkGetInstanceProcAddr self-resolving
Ian Romanick (3):
- spir-v: Mark floating point comparisons exact
- Revert "nir: Replace an odd comparison involving fmin of -b2f"
- nir/algebraic: Fix broken NaN and -0.0 behavior
Icecream95 (1):
- pan/mdg: Fix promoted uniform moves with 64-bit types
James Park (1):
- util: Disable memstream for Apple builds
Marek Olšák (2):
- st/mesa: don't do glCopyPixels via blit if depth bounds test is enabled
- util: add AMD CPU family enums and enable L3 cache pinning on Zen3
Marek Vasut (1):
- etnaviv: Fix rework ZSA into a derived state
Pavel Asyutchenko (1):
- vulkan/overay: fix violation of VUID-VkDeviceCreateInfo-pNext-00373
Pierre-Eric Pelloux-Prayer (1):
- drirc: radeonsi workaround for CS:GO
Rhys Perry (6):
- aco: fix incorrect address calculation for load_barycentric_at_sample
- ac/nir: use llvm.readcyclecounter for LLVM9+
- nir/load_store_vectorize: don't ignore subgroup memory barriers
- aco: fix unreachable() for uniform 8/16-bit nir_op_mov from VGPR
- radv: add RADV_DEBUG=invariantgeom
- radv: set invariantgeom for Shadow of the Tomb Raider
Samuel Pitoiset (4):
- nir: fix determining if an addition might overflow for phi sources
- radv: disable TC-compat HTILE in GENERAL for Detroit: Become Human
- aco: fix creating the dest vector when 16-bit vertex fetches are splitted
- radv/llvm,aco: always split typed vertex buffer loads on GFX6 and GFX10+
nia (1):
- util: Avoid pthread_setaffinity_np on NetBSD
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment