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Releases: linebender/vello

Sparse Strips v0.0.1

09 May 21:31
e986f41
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Sparse Strips v0.0.1 Pre-release
Pre-release

The first alpha version of the Vello Sparse Strips renderers (version 0.0.1) has been released. This is a new implementation strategy for Vello which has wider hardware compatibility, and resolves some performance cliffs.

This release has an MSRV of 1.85.

Vello CPU

This initial release contains only Vello CPU, which runs entirely on the CPU. The imaging model exposed by Vello CPU is very similar to that of current Vello.
Crates.io | Docs

This implementation is in very early stages, and does not have any API stability guarantees.

Vello Common

This release also coincides with the release of Vello Common, a support crate used by Vello CPU:
Crates.io | Docs

Vello Common itself does not currently have any stable API surface, as it is only an implementation detail of Vello CPU.

We will not be maintaining a CHANGELOG for the sparse strips packages whilst they are in alpha, but you can follow the roadmap, or follow progress on Zulip.

v0.5.0

08 May 16:52
862bbc4
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Crates.io | Docs

This release has an MSRV of 1.85.

Added

 RendererOptions { 
     // ...
+    ..Default::default()
 }

Removed

  • Breaking: Renderer::render_to_surface has been removed. (#803 by @DJMcNab)
    This API was not fit for purpose, as it assumed that you would only ever use a single window.
    The new recommended way to use Vello to render to a surface is to use Renderer::render_to_texture to render to an
    intermediate texture, then blit from that to the surface yourself.
    We suggest using the TextureBlitter utility from wgpu.
    For users of the util module, it has been updated to create a suitable blit pipeline and intermediate texture for each surface.
+let target_view = /* cached: device.create_texture(/* size of surface*/).create_view(...) */;
- device.render_to_surface(..., &surface_texture, ...);
+ device.render_to_texture(..., &target_view, ...);
+let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
+    label: Some("Surface Blit"),
+});
+blitter.copy(
+    &device,
+    &mut 
10000
encoder,
+    &target_view,
+    &surface_texture.create_view(&wgpu::TextureViewDescriptor::default()),
+);
+queue.submit([encoder.finish()]);

Changed

  • Breaking: wgpu has been updated to wgpu 24. (#791 by @songhuaixu)
    This has been chosen to match the version used by Bevy 0.16.
    (Note that we do not guarantee that our latest release will always match Bevy's wgpu version)
  • Breaking: override_image has been updated to remove its use of Arc, as wgpu::Textures are now internally reference counted. (#802 by @DJMcNab)

This release also coincides with the release of v0.5.0 of Vello Shaders:

Crates.io | Docs

and Vello Encoding:

Crates.io | Docs

New Contributors

Full Changelog: v0.4.0...v0.5.0

v0.4.1

10 Mar 11:33
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Crates.io | Docs

This release has an MSRV of 1.82.

Fixed

  • Incorrect COLR Emoji Rendering (#841 by @dfrg)

This release also coincides with the release of v0.4.1 of Vello Shaders and Vello Encoding.

Full Changelog: v0.4.0...v0.4.1

v0.4.0

20 Jan 15:05
bbb99c6
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Crates.io | Docs

This release has an MSRV of 1.82.

Highlights

As part of an initiative to improve color handling across the ecosystem (and especially within Linebender crates), Vello is now using the new color crate.
This is the first step towards providing richer color functionality, better handling of color interpolation, and more.

This release intentionally uses wgpu 23.0.1 rather than 24.0.0 so that it can match the version used in Bevy 0.15.

Changed

  • Breaking: Updated wgpu to 23.0.1 (#735, #743 by @waywardmonkeys)
  • Breaking: Updated to new peniko and color is now used for all colors (#742 by @waywardmonkeys)
  • Breaking: As part of the update to color, the byte order of vello_encoding::DrawColor is changed (#758 by @waywardmonkeys, #796 by @tomcur).
  • Breaking: The full feature is no longer present as the full pipeline is now always built (#754 by @waywardmonkeys)
  • The r8 permutation of the shaders is no longer available (#756 by @waywardmonkeys)
  • Breaking: The buffer_labels feature is no longer present as the labels are always configured (#757 by @waywardmonkeys)
  • Breaking: Use a type alias for i16 rather than skrifa::NormalizedCoord in the public API (#747 by @nicoburns)

Fixed

  • Offset in image rendering, and sampling outside correct atlas area (#722 by @dfrg)
  • Inference conflict when using Kurbo's schemars feature (#733 by @ratmice)
  • Detection of PNG format bitmap fonts, primarily for Apple systems (#740 by @LaurenzV)
  • Support image extend modes, nearest-neighbor sampling and alpha (#766 by @dfrg)
  • Correct vertical offset for Apple Color Emoji (#792 by @dfrg)

New Contributors

This release also coincides with the release of v0.4.0 of Vello Shaders and Vello Encoding.

Full Changelog: v0.3.0...v0.4.0

Vello 0.3.0

04 Oct 18:45
15082ba
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Vello v0.3.0 is here!

Highlights

Read the changelog for full details.

This release also coincides with the release of v0.3.0 of Vello Shaders and Vello Encoding.

Vello 0.2.1

16 Jul 18:10
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Vello v0.2.1 is here!

This release is a patch to resolve #291, which is a crash when attempting to render an empty scene. We now also require wgpu v0.20.1, as wgpu 0.20.0 was yanked.

Read the changelog for full details.

This release also coincides with the release of v0.2.1 of Vello Shaders and Vello Encoding.

Vello 0.2.0

08 Jun 13:40
ae4959c
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Vello v0.2.0 is here!

This release collects the last three months of improvements. The performance is better, especially during startup. We increased the draw object limit and Vello is now more robust so it can handle more edge cases. The Vello shaders are now split into its own crate in vello_shaders. The glyph support has improved. We now require wgpu v0.20. Read the changelog for more details.

This release also coincides with the release of v0.2.0 of Vello Shaders and Vello Encoding.

Vello 0.1.0

05 Mar 00:09
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We are proud to announce that after years of development we have released v0.1.0 of Vello!

This is alpha-quality software. There are plenty of known and unknown issues, and we expect to continue very active development.

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