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Mesa : second update, v1.2
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Grab it from os4depot while it hot !

Changelog:

1.2 (22.09.2026):

   
CORE
   
====

   - 
Improved streaming upload performance by reusing completed GART buffers
     
and skipping empty buffer-cache buckets, reducing allocation stalls and
     
CPU overhead. Although  changes may  sound minor, measured  performance
     gains 
(tested on RX570/x1000) are:

      - 
Irrlicht Engine: over 2x faster (490 FPS vs 220 FPS in 02.Quake3Map)
      - 
Doom3: +4 FPS (now 33.5 FPS in the timedemo on X1000).
      - 
Quake3: +30 FPS (now 190 FPS; GL4ES gives 125 with the same config).
      - 
GlMark2 and FixedGL benchmarks: much better non-VBO performance.

   - 
Fixed endian encoding of  ACO shader floating-point  modes. Previously,
     
incorrect rounding could cause small but potentially noticeable  visual
     differences in some effects
.

   - 
Fixed endian encoding and byte ordering of initial HTILE depth metadata

   
- Added missing endian conversion for 16-bit and 32-bit float textures.
     
Thanks to Capehill for point on an unrelated issue that led me to this!

   - 
Fixed  missing endian  conversion when shaders read uniform buffers and
     
when  preparing indirect draw and compute-dispatch commands for GPU run
     Thanks to Falke 
for report!   

   - 
Added zero-initialization of new allocated native depth/stencil buffers
     This fixing Quake3 startup
-menu minor corruption on Polaris.

   - 
Added Zstd-compressed  shader caching (enabled  by default) in PROGDIR:
     
mesa_shader_cache is the default, and  mesa_shader_cache_db can be used
     by setting MESA_DISK_CACHE_DATABASE to 1. To fully disable caching
, set
     MESA_SHADER_CACHE_DISABLE  to 1. 
For more info  about Mesa  environment
     variables
, see the upstream docs.

   - 
Reduced mesa.library by about 2 MB by removing unused code and data,but
     shader cache support added about 1 MB
, so it is  now 28.5 MB instead of
     29.7 MB in Mesa 1.1
.

   - 
Fixed excess memory retained after application exit: corrected  shader-
     
type cache ownership, freed leaked display-list data and released empty
     
heap blocks.

   - 
Fixed incorrect GPU vertex reuse & deallocation  setup in the AOS4 init
     path 
(with CLEAR_STATE disabled), which could cause rare random quads &
     
small graphical glitches.

   - 
Backporting relevant upstream Mesa fixes:

      
From Mesa 26.1.8:

      - 
VS synchronization: retain required GPU waits.
      - 
Buffer copies/clears: handle partial final chunks correctly.
      - 
Image-buffer descriptors: update GPU addresses after storage changes
      
- ACO split loads: preserve data from every loaded fragment.
      - 
Invocation reads: keep conditional execution  with variable lane IDs
      
- NIR expression matching: reset floating-point rules between attempts
      
- SPIR-V interfaces: preserve explicit input/output locations.
      - 
GLSL linking: correct SPIR-V built-in interface locations.
      - 
Pipeline validation: safely handle SPIR-V built-ins.
      - 
Device LUID queries: fix buffer size and  missing-callback handling. 

      
From Mesa 26.1.7:

      - 
Viewport clipping: fix guardbands for large or  displaced viewports.
      - 
Numeric bounds: avoid invalid float-to-integer conversions.
      - 
Shader pointers: handle dereferences across merged control flow.
      - 
Loop conversion: correctly report pointer-related changes.
      - 
Memory vectorization: maintain  correct bookkeeping around barriers.
      - 
Memory addresses: update vectorization keys when importing prior ops
      
- ACO optimization: fix removal of redundant  memory-offset alignment.

      
From Mesa 26.1.6:

      - 
Uniform buffers: correct ranges for split component loads.
      - 
Atomic operations: preserve writes whose values atomics read.
      - 
Pointer casts: correct uniform/varying tracking.
      - 
Loop optimization: prevent moves that misplace break/continue jumps.
      - 
Packed-byte arithmetic: recognize value bounds for more optimization

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Re: Mesa : second update, v1.2
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Well well well on my birthday and all ! Thank you kas1e !

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 : second update, v1.2
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@kas1e

TNX Roman !!!

Sam 460EX, 2Gb Ram, Sapphire RX580 8GB NITRO+ SE, AmigaOS4.1 FE
A4000 PPC604@233, Mediator
A1200 PPC603@160, Mediator
uA1 G3@800, 512 Mb [sold]
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Re: Mesa : second update, v1.2
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@kas1e
AWESOME work!!!!

thx to all involved!!!

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Re: Mesa : second update, v1.2
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@kas1e

Hello,

My engine with your mesa library.





46 Fps it’s very Good

Thanks for this work

HunoPPC

AmigaOS 4.1 Rulez
https://ko-fi.com/hunoppc
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Re: Mesa : second update, v1.2
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Ohh yeah! HunoPPC on Mesa, happy Amiga days!

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 : second update, v1.2
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thanks for another update

_______________________________
c64-dual sids, A1000, A1200-060@93, A4000-CSMKIII
PiStorm32 & Catweasel MK4+= Amazing
! My Master Miggies-Amiga1000 & AmigaONE X1000 !
mancave-ramblings

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Re: Mesa : second update, v1.2
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It’s great that programs like this, which speed up games, are coming to AmigaOS 4, but I don't quite understand how to use it.

Apparently, the game needs to support it natively like in the Doom 3 example, so it’s not just a matter of installing Mesa3D and launching the game.

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Re: Mesa : second update, v1.2
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@DigitalDesigns

mesa.library is a library, just like minigl.library or ogles2.library. They implement different versions of OpenGL standard. Developer needs to make application support one or more of these implementations.

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