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Releases: FNA-XNA/FNA3D

21.08

01 Aug 15:40
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Fixes:

  • D3D11:
    • Fix a crash on presentation due to overlays violating thread safety rules (looking at you, EGS)
    • Fix generating color renderbuffers with no multisampling support
  • OpenGL: Explicitly check for anisotropic filtering support, fixes support for llvmpipe in particular
  • Continued work on the Vulkan pre-release

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21.07

01 Jul 15:47
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New Features:

  • MojoShader has migrated from Mercurial to Git, and we have transferred ownership of our repository to Ryan C. Gordon, the original author of MojoShader. All previous links should remain valid, but our Git history is now the official history!

Fixes:

  • D3D11: Fix emitting POSITION1+ attributes in HLSL shaders

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21.06

01 Jun 15:19
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Fixes:

  • -fpermissive fix for C++ compilers
  • Minor cleanup for OpenGLRenderer
  • Minor cleanup for the template driver
  • Continued work on the Vulkan pre-release

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21.05

01 May 12:43
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Fixes:

  • Minor Xcode project file updates
  • OpenGL: Fix setting present interval for EGL-based contexts
  • Continued work on the Vulkan pre-release

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21.04

01 Apr 13:18
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Fixes:

  • OpenGL:
    • Fix a possible conditional on uninitialized memory in ReadBackbuffer
    • Builds no longer require SDL_syswm.h, unless you're building for UIKit
    • VertexElementFormat.Color input should be normalized, even if VertexElementUsage is not also Color
    • Work around Wayland transparency issues by inaccurately forcing an RGB8 backbuffer, rather than RGBA8
  • D3D11: Various threading safety fixes, notably for shader programs and ReadBackbuffer
  • Fixed a tracing bug that caused data to get overwritten after calling ResetBackbuffer
  • Continued work on the Vulkan pre-release

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21.03

01 Mar 14:27
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New Features:

  • Added support for tracing FNA3D call streams. FNA3D binaries built with tracing enabled will capture FNA3D calls and serialize them to a file, which can be played back on any platform and renderer with the program found in the replay/ folder. Note that these traces contains texture/buffer data, so be careful to respect copyrights regarding game data!

Fixes:

  • Fix a possible crash when calling SetRenderTargets with 0 targets but a non-null target array
  • Micro-optimize OpenGL thread commands by skipping the round-trip through the public FNA3D API
  • Continued work on the Vulkan pre-release

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21.02

01 Feb 15:56
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New Features:

  • Added FNA3D_SysRenderer.h, which contains extensions for external graphics middleware interop

Fixes:

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21.01

01 Jan 16:24
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New Features:

  • CMake: Add a build option to allow disabling the D3D11 backend

Fixes:

  • Enforce SDL 2.0.12 or newer as a build requirement
  • Fix GLSL support for PSIZE1+ attributes
  • Continued work on the Vulkan beta

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20.12

01 Dec 16:15
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New Features:

  • Added an x64 configuration to visualc

Fixes:

  • D3D11: Dramatically improved the error messages, notably for GetDeviceRemovedReason
  • Continued work on the Vulkan beta

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20.11

01 Nov 14:48
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Modified Features:

  • Metal is no longer the default on macOS, due to poor driver performance (especially on Big Sur)
  • Metal is now the only renderer on iOS/tvOS, as OpenGL no longer applies for our supported hardware

Fixes:

  • D3D11:
    • Fix a couple potential memory leaks for shaders and the backbuffer
    • Dramatically reduce memory use for games frequently using GetData
    • Restore textures that were bound while also being used as render targets
    • Fix bool uniform memory alignment
    • Disable DXGI's keyboard shortcuts (or at least, try to... Microsoft pls)
  • Metal: Force a pipeline flush when SetData is called on a texture that was bound on the same frame
  • OpenGL: Return 0 from PrepareWindowAttributes when SDL_GL_LoadLibrary fails
  • Continued work on the Vulkan beta

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