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Mesa : first update, v1.1
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There is, first update ! Grab it from os4depot in upload query.

Change log:

1.0 (21.08.2026):

   - 
Initial first public release.

1.1 (01.09.2026):

   
CORE
   
====
   
   - 
Fixed big-endian serialization of 64-bit uniforms  and bindless texture
     
/image handles into GPU constant buffers.

   - 
Fixed a big-endian bug that caused scissored glClear operations on FBOs
     to write 
(0,0,0,0instead of the requested clear color.
     
Thanks to AfxGroup for the report!

   - 
Added Mesa's pb_cache-based GPU buffer reuse, reducing allocation over-
     head and improving FPS.

   - Handled  cases where  GART buffer allocations fall back to VRAM, fixing
     intermittent slowdowns and rendering flicker.
     Thanks to Martin0873 and dirk67 for reports! 

   - Removed the hardcoded  requirement for 32-bit screen modes. Three paths
     are now supported:
          - Native RGB565 on 16-bit screens.
          - Native ARGB8888 on 32-bit screens.
          - A fallback path for apps requesting ARGB8888 on a 16-bit screen,
            with internal conversion to RGB565 (slower).
     Thanks to Peb for the report!

   - Worked around a Radeon HD bug  that failed to clear  all graphics state
     when switching between 3D rendering and screen updates. Mesa apps using
     programmable point sprites no longer hang the GPU.

   - Work around a Radeon HD 5.x bug  that groups  Oland (chip ID 0x42) with
     Hainan (0x43), causing Hainan'
s two-tile-pipe table to be programmed on
     Oland GPUs
which normally use 4 tile pipesAt Mesa  startupaffected
     Oland  configs are  detected  
and reprogrammed with  the correct tiling
     table 
for  the  lifetime of the  sessionThis  fixes visual corruption
     affecting 1D tiling
antialiasing, and related rendering paths.

   - 
Fixed black output on RadeonHD 3.x in legacy applications using glBegin
     glEnd
NOTERadeonHD 3.x is still not recommended due to its very poor
     performance
.

   - 
The ATOM parser now tolerates option-ROM checksum mismatches instead of
     failing
, as some cards have a VBIOS with a stale container checksum.
     
Thanks to 328gts for report and tests!
 
   - 
GL_RENDERER now reports the  Radeon driver's  Resource Manager (RM) API
     version instead of the irrelevant Linux DRM version 0.0.
 
   - Added automatic build dates to mesa.library version information.
   
   - Improved runtime error  reporting by  replacing  cryptic  internal enum
     values with meaningful descriptions.
  
   TOOLS AND BENCHMARKS
   ====================

   - c:radeon_gpu_info now  also reports the mesa.library  version and date.

   - Improved glMark2:
     - Added mesa.library add driver version information.
     - Removed misleading EGL state errors.
     - Fixed AOS4 bitmap detection  for correct operation on both 16-bit and
       32-bit screens.

   - Added FixedGL, a benchmark for testing the legacy OpenGL fixed-function
     pipeline: glBegin/glEnd, immediate mode, client arrays,  display lists,
     fixed matrices, fog, etc.

   - Improved ShaderToy benchs:
     - Added window resizing.
     - Added double-click switching between windowed and fullscreen.
     - Added proper support for both 16-bit and 32-bit screen modes.
     - Added average FPS information on exit.
     - Added four new high-quality shaders.

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Re: Mesa : first update, v1.1
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=======================================================
glmark2 2023.01
=======================================================
OpenGL Information
GL_VENDOR: AMD
GL_RENDERER: POLARIS10 (radeonsi, polaris10, ACO, RM 3.0, 54.78 (3.1.2026) AmigaOne X5000 release)
GL_VERSION: 4.6 (Compatibility Profile) Mesa 26.1.5 (git-2e7650ee6e)
System Info: mesa.library 1.1 (1.9.2026), RadeonRX 2.23
Surface Config: buf=32 r=8 g=8 b=8 a=8 depth=24 stencil=0 samples=0
Surface Size: 800x600 windowed
=======================================================
[build] use-vbo=false: FPS: 415 FrameTime: 2.414 ms
[build] use-vbo=true: FPS: 7040 FrameTime: 0.142 ms
[texture] texture-filter=nearest: FPS: 6469 FrameTime: 0.155 ms
[texture] texture-filter=linear: FPS: 6481 FrameTime: 0.154 ms
[texture] texture-filter=mipmap: FPS: 6446 FrameTime: 0.155 ms
[shading] shading=gouraud: FPS: 6231 FrameTime: 0.161 ms
[shading] shading=blinn-phong-inf: FPS: 6232 FrameTime: 0.160 ms
[shading] shading=phong: FPS: 6231 FrameTime: 0.160 ms
[shading] shading=cel: FPS: 6176 FrameTime: 0.162 ms
[bump] bump-render=high-poly: FPS: 6066 FrameTime: 0.165 ms
[bump] bump-render=normals: FPS: 6957 FrameTime: 0.144 ms
[bump] bump-render=height: FPS: 6902 FrameTime: 0.145 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 4990 FrameTime: 0.200 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 4809 FrameTime: 0.208 ms
[pulsar] light=false:quads=5:texture=false: FPS: 4535 FrameTime: 0.221 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 1827 FrameTime: 0.548 ms
[desktop] effect=shadow:windows=4: FPS: 1818 FrameTime: 0.550 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 179 FrameTime: 5.600 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 151 FrameTime: 6.637 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 251 FrameTime: 3.991 ms
[ideas] speed=duration: FPS: 1026 FrameTime: 0.975 ms
[jellyfish] <default>: FPS: 2888 FrameTime: 0.346 ms
[terrain] <default>: FPS: 895 FrameTime: 1.117 ms
[shadow] <default>: FPS: 4074 FrameTime: 0.246 ms
[refract] <default>: FPS: 2168 FrameTime: 0.461 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 5867 FrameTime: 0.170 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 5838 FrameTime: 0.171 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 5857 FrameTime: 0.171 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 5868 FrameTime: 0.170 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 5829 FrameTime: 0.172 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 5856 FrameTime: 0.171 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 5859 FrameTime: 0.171 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 5866 FrameTime: 0.170 ms
=======================================================
glmark2 Score: 4486
=======================================================


X5000, 8GB RX580

Keep up the great work!

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Re: Mesa : first update, v1.1
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Yeeehhhaaa!!

i'm really tired...
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Re: Mesa : first update, v1.1
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@kas1e

Thanks for the update!
All working.
x1000/RX580 glmark2 - 4228

AmigaOne X1000.
Radeon RX580

http://www.tinylife.org.uk/
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Re: Mesa : first update, v1.1
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@kas1e

Thanks for all the work on Mesa and the new 1.1 update. I love this stuff....

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: Mesa : first update, v1.1
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Thanks for your work on MESA project this will open few door for new Amiga things.

X5040 - 4 Gb ram - Radeon RX 580 POLARIS
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Re: Mesa : first update, v1.1
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@kas1e
Thanks for the update and the Felix Workshop demo.

1989-> A500, A600, A3000, A4000, A1200, CD32, µA1, PegII, A1XE, CDTV, Amy/416D79, A1X5000, Vampire 500 V2+, Vampire 600 V2, Amy-ITX, Denise ITX, Apollo V4SA, A1X5000/40 <-2026
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Re: Mesa : first update, v1.1
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@kas1e

mesa.library 1.1 ( 1-09-2026)
Tried FixedGL on my SAM460ex + RX500 and some test I only get a black window on some tests:

#d
     
shadertoy (dir)
     
glmark2 (dir)
  
FixedGL
#FixedGL 
------------------------------------------------------------
 
FixedGL Fixed-Function OpenGL Benchmark
------------------------------------------------------------
 
GL Vendor   AMD
 GL Renderer 
POLARIS12 (radeonsipolaris12ACORM 3.054.76 (31.10.2025Sam460 release)
 
GL Version  4.3 (Compatibility ProfileMesa 26.1.5 (git-2e7650ee6e)
 
System Info mesa.library 1.1 (1.9.2026), RadeonRX 2.23
 Surface     
640x480 windowed
 Workloads   
29 (6 seconds each)
------------------------------------------------------------
[
batched-trianglesvertices=3072:calls=6146FPS379.13 FrameTime2.638 ms VertexRate1.16 M/s CallRate2.33 M/s
[split-trianglesvertices=3072:calls=8192FPS117.05 FrameTime8.544 ms VertexRate0.36 M/s CallRate0.96 M/s
[legacy-quadsvertices=2048:calls=4098FPS444.61 FrameTime2.249 ms VertexRate0.91 M/s CallRate1.82 M/s
[attribute-rich-quadsvertices=2048:calls=8194FPS306.11 FrameTime3.267 ms VertexRate0.63 M/s CallRate2.51 M/s
---BLACK WINDOW---
[
matrix-object-quadsvertices=2048:calls=6144FPS170.87 FrameTime5.852 ms VertexRate0.35 M/s CallRate1.05 M/s
[medium-batch-trianglesvertices=3072:calls=6208FPS541.41 FrameTime1.847 ms VertexRate1.66 M/s CallRate3.36 M/s
[pointsvertices=2048:calls=4098FPS697.19 FrameTime1.434 ms VertexRate1.43 M/s CallRate2.86 M/s
[linesvertices=2048:calls=4098FPS694.56 FrameTime1.440 ms VertexRate1.42 M/s CallRate2.85 M/s
[line-stripvertices=528:calls=1088FPS1229.64 FrameTime0.813 ms VertexRate0.65 M/s CallRate1.34 M/s
[line-loopvertices=2048:calls=5120FPS637.08 FrameTime1.570 ms VertexRate1.30 M/s CallRate3.26 M/s
[triangle-stripvertices=1056:calls=2144FPS951.93 FrameTime1.050 ms VertexRate1.01 M/s CallRate2.04 M/s
[triangle-fanvertices=3072:calls=6144FPS528.29 FrameTime1.893 ms VertexRate1.62 M/s CallRate3.25 M/s
[quad-stripvertices=1056:calls=2144FPS948.59 FrameTime1.054 ms VertexRate1.00 M/s CallRate2.03 M/s
[polygonsvertices=2048:calls=5120FPS643.69 FrameTime1.554 ms VertexRate1.32 M/s CallRate3.30 M/s
[texture-only-quadsvertices=2048:calls=6146FPS558.54 FrameTime1.790 ms VertexRate1.14 M/s CallRate3.43 M/s
[lighting-only-quadsvertices=2048:calls=6146FPS558.37 FrameTime1.791 ms VertexRate1.14 M/s CallRate3.43 M/s
[vector-entrypoint-rich-quadsvertices=2048:calls=8194FPS507.41 FrameTime1.971 ms VertexRate1.04 M/s CallRate4.16 M/s
[multitexture-lightmap-quadsvertices=2048:calls=10242FPS403.60 FrameTime2.478 ms VertexRate0.83 M/s CallRate4.13 M/s
[fog-secondary-texture-quadsvertices=2048:calls=10242FPS396.30 FrameTime2.523 ms VertexRate0.81 M/s CallRate4.06 M/s
[per-vertex-color-material-quadsvertices=2048:calls=6146FPS555.96 FrameTime1.799 ms VertexRate1.14 M/s CallRate3.42 M/s
[array-element-rich-quadsvertices=2048:calls=2050FPS1282.99 FrameTime0.779 ms VertexRate2.63 M/s CallRate2.63 M/s
---WINDOW WITH OBJECTS/SQUARES/CLORS---
[
non-begin-end-draw-arrays-rich-trianglesvertices=3072:calls=1FPS496.13 FrameTime2.016 ms VertexRate1.52 M/s CallRate0.00 M/s
[non-begin-end-draw-elements-rich-trianglesvertices=3072:calls=1FPS387.56 FrameTime2.580 ms VertexRate1.19 M/s CallRate0.00 M/s
[large-display-list-rich-quadsvertices=2048:calls=1FPS896.32 FrameTime1.116 ms VertexRate1.84 M/s CallRate0.00 M/s
[small-display-lists-rich-quadsvertices=2048:calls=512FPS24.36 FrameTime41.056 ms VertexRate0.05 M/s CallRate0.01 M/s
---AGAIN BLACK WINDOW---
[
mixed-primitive-surfacesvertices=2254:calls=5532FPS599.46 FrameTime1.668 ms VertexRate1.35 M/s CallRate3.32 M/s
---AGAIN WINDOW WITH OBJECTS/SQUARES/CLORS---
[static-
vbo-draw-arrays-rich-trianglesvertices=3072:calls=1FPS961.17 FrameTime1.040 ms VertexRate2.95 M/s CallRate0.00 M/s
[static-vbo-ebo-draw-elements-rich-trianglesvertices=3072:calls=1FPS939.95 FrameTime1.064 ms VertexRate2.89 M/s CallRate0.00 M/s
[dynamic-vbo-subdata-ebo-rich-trianglesvertices=3072:calls=2FPS633.30 FrameTime1.579 ms VertexRate1.95 M/s CallRate0.00 M/s
------------------------------------------------------------
 
FixedGL Score603
------------------------------------------------------------

AOS4.1/SAM460ex/PPC460EX-1155MHZ/2048MB/RadeonRX550/HDD/DVDRW
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Re: Mesa : first update, v1.1
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Does Mesa v. 1.1 work with Radeon HD 6450 (Caicos)?

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Re: Mesa : first update, v1.1
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@Gregor
Quote:

Does Mesa v. 1.1 work with Radeon HD 6450 (Caicos)?


As i aware Caicos is pre RadeonSI, is R600. This one i didn't touch in mesa at all. Maybe some old version of RadeonHD like 3.7 and pre did support it ? If so, i may need to enable r600 too, but then as i have no such card i can't test it properly..

@Jabirulo
Will have a look at, thanks. For sake of tests try it plz after reboot, to see if it random or stable reproduced.

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Re: Mesa : first update, v1.1
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@kas1e
since you stated that for HD cards the driver version 5.14 is
raccomanded I updated from 3.7 to 5.14.

But with glmark2 almost all tests run at lower FPS and the final score
is with 3.7 3040
with 5.14 2317
big difference do you know what can causing them?

System:
X1000 @ 1.9 Ghz Radeon SHAPPHIRE Vapor-X R7 250X (HD 7700)

FixedGL crash entire machine with 5.14, works with 3.7


Edited by pvanni on 2026/9/2 13:54:14
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Re: Mesa : first update, v1.1
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@pvanny
There seems to be different results for different HD cards, for example see what i have for Oland Mobile:

R7-240 Oland Mob.
RadeonHD3.7 : 229 (yes that low)
RadeonHD5.20 : 967

From another side, that what i have for Verde Mob. card:

R7-250 Verde Mob.
RadeonHD3.7 : 2664
RadeonHD5.20 : 2073

So 3.7 can be faster in those tests glMark2 tests , but for example Q3 timedemo Verde Mob on 5.20 : 127 fps, but on 3.7 115 fps.

But what is for sure, that it looks like card depends too. At least for Oland on x1000 3.7 for Oland is no go (and same results i have without mesa too, like just with warp3dnova/ogles2).

Quote:

FixedGL crash entire machine with 5.14, works with 3.7


Need crash log, and if tried you after reboot too ?

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Re: Mesa : first update, v1.1
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@All

I would like to see the difference between RX 2.12 and 2.23 on the Sam460.
Could somebody please test for me?

Cheers

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Re: Mesa : first update, v1.1
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@TiredOfLife
I can made some tests later

@pvanni
I do check also gl4es version of glmark2 on my x1000 (some tests dind't compiles because of shaders, but most are), and so result with Verde card :

RadeonHD 3.7 : 1287
RadeonHD 5.20 : 1149

So actually, it start to looks like it family based. At least with Oland Mob. 5.20 is much better. For Verde, not so, and 3.7 there good enough as well, and while in some tests 5.20 better, in other ones 3.7 is better.

But that we tell only about glmark2. Game results compiled over gl4es so ogles2/warp3dnova are:

quake3:
5.20 - 107 fps
3.7 - 81 fps

spencer 1st level:
5.20 - ~57-58 fps
3.7 - 41-42 fps

foobillard:
5.20 - 80 fps
3.7 - 66 fps

So see, while glmark even over gl4es is worse a bit, in games difference is quite noticeable.

But that all to be tested with mesa too. But at least glmark2 be it gl4es or mesa, show a bit worse results in 5.20, while reallife show 5.20 as better.

But it's not THAT bad as i think before because of Oland only where difference is so big.

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