The Mesa 3D Graphics Library

# Mesa 17.2.8 Release Notes / December 22, 2017

Mesa 17.2.8 is a bug fix release which fixes bugs found since the 17.2.7 release.

Mesa 17.2.8 implements the OpenGL 4.5 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 4.5. OpenGL 4.5 is only available if requested at context creation because compatibility contexts are not supported.

## SHA256 checksums

    c715c3a3d6fe26a69c096f573ec416e038a548f0405e3befedd5136517527a84  mesa-17.2.8.tar.gz
    6e940345cceaadfd805d701ed2b956589fa77fe8c39991da30ed51ea6b9d095f  mesa-17.2.8.tar.xz

## New features

None

## Bug fixes

- Bug 102710 - vkCmdBlitImage with arrayLayers > 1 fails
- Bug 103007 - [OpenGL CTS] [HSW] KHR-GL45.gpu_shader_fp64.fp64.max_uniform_components fails
- Bug 103544 - Graphical glitches r600 in game this war of mine linux native
- Bug 103579 - Vertex shader causes compiler to crash in SPIRV-to-NIR

## Changes

Andres Gomez (6):

- cherry-ignore: swr: Fix KNOB_MAX_WORKER_THREADS thread creation override.
- cherry-ignore: added 17.3 nominations.
- cherry-ignore: radv: port merge tess info from anv
- cherry-ignore: main: Clear shader program data whenever ProgramBinary is called
- cherry-ignore: r600: set DX10_CLAMP for compute shader too
- Update version to 17.2.8

Bas Nieuwenhuizen (2):

- spirv: Fix loading an entire block at once.
- radv: Fix multi-layer blits.

Brian Paul (2):

- xlib: call _mesa_warning() instead of fprintf()
- gallium/aux: include nr_samples in util_resource_size() computation

Emil Velikov (1):

- docs: add sha256 checksums for 17.2.7

Iago Toral Quiroga (1):

- i965/vec4: use a temp register to compute offsets for pull loads

Leo Liu (1):

- radeon/vce: move destroy command before feedback command

Matt Turner (2):

- util: Assume little endian in the absence of platform-specific handling
- util: Add a SHA1 unit test program

Roland Scheidegger (2):

- r600: use min_dx10/max_dx10 instead of min/max
- r600: use DX10_CLAMP bit in shader setup