+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.
+
+