Files
meta-openembedded/meta-oe
Wang Mingyu 50e4b2bcd8 renderdoc: upgrade 1.13 -> 1.27
License-Update: Copyright year updated to 2023.

Changelog:
==========
Python API changes
------------------
-D3D12Sampler.borderColor has been split into D3D12Sampler.borderColorType and
 D3D12Sampler.borderColorValue, and similarly for VKSampler.borderColor into
 VKSampler.borderColorType and VKSampler.borderColorValue, to allow for integer
 border colour types.
-D3D12RasterizerState.multisampleEnable and D3D12RasterizerState.lineRasterMode
 have been removed and replaced with D3D12RasterizerState.lineRasterMode of type
 LineRaster.

Features/Improvements
--------------------
 D3D12: Add support for new SDK 1.610.1:

 New state functionality
 New sampler creation parameters and PSO chunks
 New barrier API

 All: Show explicit dropdown arrow for tool buttons with menus.
 All: Report Windows 11 separately in analytics.
 Vulkan & D3D12: Optimisations to capture time overhead and GPU Syncs.
 D3D11: Disable query for undocumented internal D3D interface in composition API.

Bugfixes
----------
 All: Fix potential crash when reading large amounts of data from sockets.
 All: Fix potential crash when serialising strings if length is corrupted.
 All: Fix potential crashes/fatal errors rendering 0x0 thumbnails.
 All: Remove fatal errors in XML codec and have error handling for corrupted XML.
 All: Sanitise strings printed when received from target control/remote server.
 All: Save any capture changes (renames/bookmarks) to local file when remotely replaying.
 UI: Fix potential race when destroying windows while command is in flight
 Linux: Don't open symlinks when opening logfile.
 Linux: Try to handle processes on linux that fork without exec.
 Linux: Work around bash overriding getenv/setenv with custom implementation.
 Android: Make timeouts waiting for process to start just depressingly high.
 Android: Speculative fix for Android thread race condition.
 Windows: Ignore windows.storage.dll which spams a huge number of LoadLibrary calls.
 D3D: Fix shader debugging using wrong operand to look up resources in some gather4 opcodes.
 D3D11: Fix handling of RestoreDeferredContextState during capture if state isn't restored.
 D3D12: Add fatal error handling if a map fails during replay.
 D3D12: Add GPU syncs between potential moves of work across different queues.
 D3D12: Fix a bug with incorrect forward reference detection in DXIL.
 D3D12: Fix a discrepancy in DXIL disassembly from dxc.
 D3D12: Fix crash when D3D12 descriptor table is bound off the end of a heap.
 D3D12: Handle some unusually formatted DXIL shaders with missing implicit pointer types.
 OpenGL: Add workaround for Intel bug in pixel history.
 OpenGL: Don't show stencil for non-final fragments.
 OpenGL: Fix pixel history being affected by pixel pack/unpack state.
 OpenGL: Fix pixel history not using full precision depth.
 OpenGL: Fix pixel history on framebuffers that don't have stencil.
 OpenGL: Fix reporting of 10:10:10:2 resource formats.
 OpenGL: Fix some GL pixel history cases where not all events would be replayed correctly.
 OpenGL: Fix state tracking issues in GL pixel history.
 OpenGL: Handle drawbuffers when they aren't simple direct 1:1 with attachments
 OpenGL: Work around nvidia bug with failing GLX query.
 GLES: Fix requiring some proper GL GLSL extensions on GLES for blit shader.
 GLES: Fix use of proper GL function that's not available on GLES.
 GLES: Remove reset notification EGL context attribute preventing context sharing.
 Vulkan: Add fallback for shader feedback on Intel GPUs without int64 support.
 Vulkan: Disable buggy vulkan layers.
 Vulkan: Don't include discard in resource usage until end of renderpass.
 Vulkan: Fix a bug causing present fence extension to crash.
 Vulkan: Fix a missing flush for mapped non-coherent memory.
 Vulkan: Fix a potential GPU timeout on draws with huge number of instances with GS.
 Vulkan: Fix an incorrect use of GetInstanceProcAddr when initialising vkCreateDevice.
 Vulkan: Fix crashes for input structures with builtins.
 Vulkan: Fix depth results for fragments in pixel history.
 Vulkan: Fix detection of scalar packing from only matrix layout.
 Vulkan: Fix pixel history on framebuffers that don't have stencil.
 Vulkan: Fix separate stencil operations being applied properly with dynamic rendering.
 Vulkan: Fix uint/int bindings being broken in custom shader templates.
 Vulkan: Manually check and report depth bounds test in vulkan pixel history.
 Vulkan: Work around further broken Intel occlusion queries in pixel history.

Signed-off-by: Wang Mingyu <wangmy@fujitsu.com>
Signed-off-by: Khem Raj <raj.khem@gmail.com>
2023-07-07 08:59:27 -07:00
..
2023-07-05 10:24:49 -07:00

meta-oe

This layer depends on:

URI: git://github.com/openembedded/openembedded-core.git branch: master

luajit recipe requires host compiler to be able to generate 32bit code when target is 32bit e.g. arm, so ensure that $CC -m32 is functional on build host, if building this recipe, needed packages to fullfit this might have different names on different host distributions e.g. on archlinux based distributions install prerequisites like below

pacman -S lib32-gcc-libs lib32-glibc

Ubuntu sudo apt-get install gcc-multilib linux-libc-dev:i386

Send pull requests to openembedded-devel@lists.openembedded.org with '[meta-oe]' in the subject'

When sending single patches, please use something like: 'git send-email -M -1 --to openembedded-devel@lists.openembedded.org --subject-prefix="meta-oe][PATCH"'

You are encouraged to fork the mirror on GitHub https://github.com/openembedded/meta-openembedded to share your patches, this is preferred for patch sets consisting of more than one patch.

Other services like GitLab, repo.or.cz or self-hosted setups are of course accepted as well, 'git fetch ' works the same on all of them. We recommend GitHub because it is free, easy to use, has been proven to be reliable and has a really good web GUI.

layer maintainer: Khem Raj raj.khem@gmail.com