2023.322.0
Breaking Changes
TexturedShaderDrawNode.TextureShader
is made private
This is partially done to force consumers into binding uniform blocks in the newly defined TexturedShaderDrawNode.BindUniformResources
method, such that uniform blocks are always bound whenever the corresponding shader is used for drawing in the framework.
For binding/unbinding shaders, use TexturedShaderDrawNode.BindTextureShader
/TexturedShaderDrawNode.UnbindTextureShader
instead.
What's Changed
- Fix
Quad.Contains()
failing for zero-sized drawables by @bdach in #5679 - Fix masking info not reset on new frame by @smoogipoo in #5680
- Fix Veldrid framebuffers leaking GPU memory by @smoogipoo in #5684
- Fix Android CI workload by @Susko3 in #5691
- Fix draw thread unnecessarily marking GL context as current by @frenzibyte in #5689
- Allow renderer choice to be stored in user configuration (and add automatic fallbacks) by @peppy in #5682
- Fix D3D VBOs sometimes initialised with junk data by @smoogipoo in #5690
- Show renderer information above frame statistics display by @peppy in #5686
- Fix possible division by 0 in SpriteText by @smoogipoo in #5685
- Add a finaliser to Veldrid UBOs by @smoogipoo in #5692
- Fix Metal performance with a separate command list for buffer updates by @smoogipoo in #5683
- Switch to using custom veldrid fork by @peppy in #5693
- Fix local uniform buffers not always bound on draw by @frenzibyte in #5681
Full Changelog: 2023.314.0...2023.322.0