X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=NEWS;h=8a764858fb34de0357a01bcc89e1235cb90fd9a7;hp=360416e4a5eb7a3e304d39b374c698029daad3f6;hb=b3d1c89c7c8953cb4c73b7dba50c9813042976fa;hpb=ddca8a12a62ffe6b13d86cbd5b3aac75231e8802 diff --git a/NEWS b/NEWS index 360416e..8a76485 100644 --- a/NEWS +++ b/NEWS @@ -1,3 +1,92 @@ +Movit 1.6.2, March 18th, 2018 + + - Various bugfixes. + + +Movit 1.6.1, January 31st, 2018 + + - Loosen up some restrictions on strong one-to-one-effects. In particular, + this fixes a bug with MixEffect and compute shaders that hit some + Nageru setups. + + +Movit 1.6.0, January 24th, 2018 + + - Support for effects that work as compute shaders. Compute shaders are + generally slower than fragment shaders for the same algorithm, + but allow some forms of communication between shader invocations + and have more flexible output, which can enable more efficient algorithms. + See effect.h for more details. Note that the fastest rendering API on + EffectChain is now to a texture if possible, not to an FBO. This will + only matter if the last effect is a compute shader. + + - Movit now includes a compute shader implementation of DeinterlaceEffect, + which is automatically used instead of the fragment shader implementation + if your GPU and OpenGL driver supports it (in practice, this means on + all platforms except on macOS). The compute shader version is typically + 20–80% faster than the fragment shader version, depending on your GPU + and other factors. + + A compute shader implementation of ResampleEffect was written but + ultimately failed to be faster, and so is not included. + + - Support for microbenchmarks of effects through the Google microbenchmarking + framework (optional). Currently, DeinterlaceEffect and ResampleEffect has + benchmarks; enable them by running the unit test with --benchmark (also try + --benchmark --help). + + - Effects can now explicitly request _not_ to have mipmaps, which means they + can do so without needing to request bounce and fiddling with the sampler + state. Note that this is an API change for effects. + + - Movit now requires C++11, both to build and to #include the header files. + Support for SDL1 has been dropped; unit tests and the demo program now need + SDL2. + + - Various smaller bugfixes and optimizations. + + +Movit 1.5.3, August 10th, 2017 + + - Various bugfixes. + + +Movit 1.5.2, July 5th, 2017 + + - The texture generation for ResampleEffect (when the size is changed) + now uses less CPU. + + - Work around an NVIDIA driver threading bug by aggressively caching VAOs. + + +Movit 1.5.1, May 29th, 2017 + + - Allow YCbCrInput to change input format after finalize. + + - Some minor YCbCrInput bugfixes. + + +Movit 1.5.0, March 21st, 2017 + + - Support interleaved Y'CbCr input (4:4:4 in a single texture). + + - Support 10-bit and 12-bit Y'CbCr, both for input and output. For planar, + these are supported packed in 16-bit ints; for interleaved, 10:10:10:2 is + supported. (Efficient conversion to and from v210, ie. 10-bit 4:2:2, + is possible using compute shaders, but Movit does not include support + for them at the current point.) Note that this now means the num_levels + flag in YCbCrFormat actually matters, although 0 will be interpreted + as 256 (8-bit) for the benefit of older applications. + + - Limited support for having multiple Y'CbCr outputs from a chain. + + - Allow changing the Y'CbCr output coefficients runtime, ie., after finalize. + + - Fix an issue where the last pass would have been rendered with the sRGB + flag set, which confused Qt applications running in certain NVIDIA + configurations. + + Movit 1.4.0, November 5th, 2016 - Allow setting the intermediate format for chains, instead of hardcoding