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Releases: FNA-XNA/FNA3D

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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