Releases: FNA-XNA/FNA3D
Releases · FNA-XNA/FNA3D
21.01
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
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
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
New Features:
- Add FNA3D_VULKAN_FORCE_MAILBOX_VSYNC environment variable
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
Thanks to our GitHub Sponsors, including...
Super Sponsors:
Sponsors:
20.09
First official release of FNA3D!
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