Release notes

Changelog

Version 1.42.0.0


Released 22 Jun 2023
FeatureIntroduce support for linear rendering pipeline where the rendering library will linearize all color and will use SRGB texture as intermediate rendering targets
FeatureAdded support for the svg image element
FeatureReplaced JavaScriptCore with V8 for UWP on x64
FeatureEnabled PGO optimizations for GDK Xbox platforms
FeatureEnabled PGO optimizations on PlayStation 5
FeatureUnreal EngineIntegrated Surface Partitioning for HUD and UMG widgets
FeatureUnityIntegrated mimalloc inside UnityPlugin for Windows and MacOSX
FeatureUnreal EngineAdded support for Unreal Engine 5.2
EnhancementAdded mimalloc allocator as a module for Microsoft Windows and Mac OS X
EnhancementAdded the mimalloc allocator in the Player, Launcher, and Samples on Windows and MacOSX
EnhancementUnityAdd the PlayerOverrides project in the Player folder.
EnhancementUnityHide the entire Player folder from Unity3D editor package import process.
EnhancementNon-inline SVGs are now shared between DOM elements in order to avoid repainting for each individual element
EnhancementSupport for Microsoft GDK version 2023.03
EnhancementSupport for Sony PlayStation 4 SDK version 10.500
EnhancementSupport for Sony PlayStation 5 SDK version 7.000
EnhancementUnreal EngineAdded control over view update for UMG widgets
EnhancementUnreal EngineGuarded a crash when wrong argument type is being used when calling from Blueprints Update or Remove data model from struct
FixFixed SVG gradients to update when related properties change
FixFixed SVG clipping to not leave artefacts when clipped elements have 0 scale
FixFixed SVG clip paths to hide elements that are outside their AABB
FixFixed crash when dispatching transition and animation events
FixFixed a false-positive warning for ‘Model: X is not registered yet’' when using data-bind-for'
FixFixed a bug where some SVG might disappear when their parent element has an opacity other than 1.0
FixFixed text-overflow: ellipsis not showing text even when there is enough space
FixFixed memory leak when navigating between pages with custom elements
FixFixed innerHTML reordering comments and text
FixFixed potential wrong value in constant buffer passed to shader, usually resulting in white textures in the UI
FixMake pseudo elements with a width of 5px or less be impacted by border-radius
FixFixed wrongly requested 4GB allocation when using cohinline with font-fit shrink on very small containers
FixUnreal EngineAdd extra check if texture streaming is enabled when loading textures
FixUnreal EngineAdd missing CohtmlBackwardsCompatibility.h header inside CotmlUTypeBinder.h
FixFixed regression in the graphics clipping state, causing disappearing parts of elements

What’s new

Rendering

Up until now, Gameface was able to use only colors in gamma-corrected SRGB color space. Those are the “standard” colors that we define in CSS and Gameface uses them as given. This means that all color calculations and blending during rendering are done in SRGB color space. This is what we call “SRGB rendering pipeline”.

This handling of colors is straightforward to implement but it has the disadvantage that color calculations are not as accurate as possible. For them to be accurate, we have to do the color math in “linear space”. Converting from SRGB to linear space is not complicated and with our changes, Renoir can now do it on the fly. Thanks to this we can realize a “linear space rendering pipeline”.

There are several things to note:

  • All graphics API that Gameface uses have native support for SRGB render targets. Those textures store gamma-corrected sRGB values but automatically encode and decode from and to linear space when they are written to and read from. Our rendering library can now take advantage of this texture format and do all color calculations in linear space but ultimately stores them in SRGB space in the texture’s memory. The linear space pipeline is activated when the given user render target is in an sRGB format. In this case, Renoir will start linearizing all incoming colors. In both cases (of a linear and SRGB pipeline) the stored values in the GPU memory of the textures will be in gamma-corrected SRGB space.
  • In both linear and sRGB pipelines, the colors in the CSS can be given in any space – linear or SRGB. SRGB colors are given through the usual CSS rgba(...) syntax. For the linear colors, we’ve implemented the new color(...) syntax where one can specify the color space of the given color.

For example


<html>

<head> <style> #rect { width: 100px; height: 100px; background-color: color(srgb-linear 0.21 0.0 0.0 1.0) } </style> </head>

<body> <div id="rect"></div> </body>

</html>

tells Gameface to interpret the given color as a color in linear space.

Content Development

The search bar is now positioned sticky

The bar that holds the search input and the version is now positioned sticky at the top when you scroll the page down.

Improved the sidebar menu on smaller screens

The sidebar menu is now hidden in a different way when previewing the documentation from a mobile device or a device with a smaller screen.

Before, arrows that were toggling the menu visibility were displayed.

Now a hamburger icon is visible and when clicked, the sidebar menu will be opened on the left side of the user’s screen.

Re-styled all the headings and checkboxes

Now all the checkboxes and headings are re-styled and have the same design as the rest options in the inspector UI.

All the links in the Actions section are now replaced with well-looking buttons.

Re-sizable sections

Added a draggable slider that can resize both sections in the Cohtml panel.

Loading indication

Clicking on buttons will display a loading indicator while running an operation. When the operation is done a Ready! message will be displayed.

Migration guide

Added support for SRGB textures

Renoir now has a new texture format – renoir::PF_R8G8B8A8_SRGB – which represents 32 bit SRGB texture. Sampling from and rendering to such texture automatically decodes and encodes linear colors to and from gamma corrected SRGB color space. Renoir and its backends now support the creation of texture with the new format. SRGB textures will be created when the set user render target (that is passed to cohtml::ViewRenderer::SetRenderTarget ) is with format renoir::PF_R8G8B8A8_SRGB.

For more information, see the full documentation on linear pipeline rendering.