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Releases: FNA-XNA/FNA3D

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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20.10

01 Oct 14:58

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New Features:

Fixes:

  • API: Fix the SetRenderTargets parameter name for preserving target contents
  • D3D11:
    • Fix possible memory corruption for GetShader calls
    • Various fixes/optimizations for the InputLayout cache
    • Fix presenting the wrong region during window resizes
    • Fix falling back to OpenGL when Feature Level 10_0 is not present
    • Fix state shadowing for binding a single index buffer but with different index sizes
  • CMake: Disable Vulkan/SPIR-V for Emscripten builds
  • Xcode-iOS: Disable HLSL explicitly, to prevent the build from trying to include it
  • Continued work on the Vulkan beta

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20.09

01 Sep 15:10

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First official release of FNA3D!

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