- 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
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.
There is system reqruirement v5 driver with version 5.20, there is no 5.20 version V5 driver in X5000 so is this the problem why i not get more fps in games like Wolfenstein?
There is system reqruirement v5 driver with version 5.20, there is no 5.20 version V5 driver in X5000 so is this the problem why i not get more fps in games like Wolfenstein?
5.20 is only for RadeonHD, and it's recommended over 3.7, while even on 3.7 will work, just slower.
But you should use Polaris cards, with RadeonRX driver. They better and faster in most cases.
Also, to have support mesa.library ANY software should be compiled for it. If you use old Wolfensetin game compiled for ogles2/warp3dnova, it will not use mesa magically, until anyone will made a version used it.