docs: add release notes for 20.3.2
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8280>
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Mesa 20.3.2 Release Notes / 2020-12-30
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======================================
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Mesa 20.3.2 is a bug fix release which fixes bugs found since the 20.3.1 release.
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Mesa 20.3.2 implements the OpenGL 4.6 API, but the version reported by
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glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
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glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used.
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Some drivers don't support all the features required in OpenGL 4.6. OpenGL
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4.6 is **only** available if requested at context creation.
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Compatibility contexts may report a lower version depending on each driver.
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Mesa 20.3.2 implements the Vulkan 1.2 API, but the version reported by
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the apiVersion property of the VkPhysicalDeviceProperties struct
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depends on the particular driver being used.
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SHA256 checksum
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---------------
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::
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TBD.
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New features
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------------
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- None
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Bug fixes
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---------
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- \`gl_FragColor' undeclared (AMDGPU) - tested stable Mesa 20.1 and latest git for 20.3 (Game/Wine/Proton)
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- Mesa considers the framebuffer with mixed 3D and 2D array attachments to be incomplete.
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- Multiple buffer definitions bound to single OpDecorate::Binding break SPIR-V module.
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- Intel driver segfaults on SPIR-V with OpArrayLength
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Changes
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-------
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Bas Nieuwenhuizen (1):
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- radv: Don't skip layout transitions that only differ in render loop.
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Caio Marcelo de Oliveira Filho (3):
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- spirv: Implement OpArrayLength for OpenGL
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- nir: Consider pointer initializers in nir_remove_dead_variables
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- spirv: Remove more dead variables
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Daniel Schürmann (4):
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- aco: fix DCE of rematerializable phi operands
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- aco/spill: only prevent rematerializable vars from being DCE'd if they haven't been renamed
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- aco/ra: fix phi operand renaming
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- nir/opt_if: split ALU from Phi more aggressively
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Danylo Piliaiev (4):
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- tu: Ignore pTessellationState if there is no tesselation shaders
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- tu: pCounterBuffers can be NULL in vkCmd*TransformFeedbackEXT()
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- freedreno/a6xx: Fix assert which checks the count of shader outputs
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- ir3: Allow tesselation to use all 32 varying slots
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Dylan Baker (11):
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- docs: Add sha256 sums for 20.3.1
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- .pick_status.json: Update to 2d78e28ba702d366becabb8e241b861e6711c76e
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- .pick_status.json: Update to 661922f6ac9576fc2077c5d50b53ef7edf9e8a18
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- .pick_status.json: Update to f65750d2215242b17309b5aa8845b717bb913e77
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- .pick_status.json: Update to b9fccafed616aa2906dad3c77dca0c67af5017b8
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- .pick_status.json: Mark f65750d2215242b17309b5aa8845b717bb913e77 as backported
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- .pick_status.json: Update to 8db0775f4520e08b3c539f9bd2d1f567639c088c
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- .pick_status.json: Update to a22b85ce5e825275533ca1be9fbd47667e991356
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- .pick_status.json: Update to 9ef23e428bd18c412499471b4e3550a489b72c3f
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- .pick_status.json: Mark 967ae12931e0dc12855de903851222b2f0607878 as denominated
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- .pick_status.json: Update to 6c8cc9be12dc5d6c0d2386d6addb69d8f2fb5399
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Eric Anholt (5):
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- mesa/st: Finalize the texture before BlitFramebuffer from it.
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- freedreno/a6xx: Flush depth at the end of bypass rendering, too.
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- softpipe: count CS invocations for pipeline stats queries.
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- mesa/st: Update FP state when textures change with an ATI_fs bound.
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- ci/deqp: Fix inverted meaning of DEQP_NO_SAVE_RESULTS.
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Erik Faye-Lund (2):
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- zink: fix 8 bit index handling code
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- zink: fix format-mapping
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Hyunjun Ko (1):
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- turnip: use ir3_compiler_destroy instead of ralloc_free
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Icecream95 (1):
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- panfrost: Fix panfrost_small_padded_vertex_count for 17 vertices
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Marek Olšák (1):
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- radeonsi: fix small primitive culling with MSAA force-disabled and smoothing
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Mike Blumenkrantz (3):
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- st/mesa: set drawpixels swizzle before creating sampler view
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- zink: handle null ubos
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- st/pbo: fix pbo uploads without PIPE_CAP_TGSI_VS_LAYER_VIEWPORT and skip gs
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Pierre-Eric Pelloux-Prayer (1):
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- egl: fix EGL_EXT_protected_content/surface mixup
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Rhys Perry (1):
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- aco: add block to worklist in mark_block_wqm()
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Ruijing Dong (1):
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- radeon/vcn: fix hevc 10bit profile error
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Ryan Neph (1):
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- virgl: fix BGRA emulation artifacts during window resize
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Samuel Pitoiset (1):
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- radv: add missing DB flush after depth/stencil resolve operations
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Tapani Pälli (1):
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- mesa: fix layered framebuffer attachment target check
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Timothy Arceri (1):
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- glsl: default to compat shaders in compat profile
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