Release Notes 1.53.0
What’s new
Section titled “What’s new”Rendering
Section titled “Rendering”GPU tessellator
Section titled “GPU tessellator”An experimental GPU tessellation algorithm has been added to Renoir. You can enable it using the --use-fill-atlas-tessellation developer option. Fill paths are pre-processed in an atlas (on the GPU), which is later used to draw the final composited texture. The control points of cubic curves are uploaded to a vertex shader, where these are rasterized. This generally improves performance at the cost of more VRAM usage. The algorithm is used only on shapes that fit in a 1024x1024 texture. Larger shapes will be handled by the previous CPU-based solution.
Migration guide
Section titled “Migration guide”Migrating to 1.53
Section titled “Migrating to 1.53”Experimental GPU tessellation algorithm
Section titled “Experimental GPU tessellation algorithm”If you rely on a custom backend and you would like to use the --use-fill-atlas-tessellation option, your custom backend has to support the following:
- Shader type
ST_FillPathAtlas - Pixel shader type
PST_FillPathAtlas - Vertex type
VT_FillPathAtlas - Renderer capability
SupportsSingleChannelMSAATextures
Two new shaders have been added for the GPU tessellation: CohFillPathAtlasVS.hlsl and CohNullPS.hlsl. Cubic curves are rasterized in the vertex shader CohFillPathAtlasVS.hlsl (refer to the comment in the file for implementation details). Since the results are stored in a stencil buffer, The pixel shader CohNullPS.hlsl is a placeholder and has no effect on the final result. PST_FillPathAtlas needs to be handled by ST_StandardTexture (see the if (shaderType == 30) branch in CohShadeGeometry.ihlsl). The vertex type VT_FillPathAtlas must have the following layout (The structure is already defined in PipelineState.h):
struct FillPathAtlasVertex{ float4 Points01; float4 Points23; float2 FanPoint; float2 ResolveLevelAndIndex; unsigned CBData;};The renderer capability SupportsSingleChannelMSAATextures indicates whether the backend supports MSAA on single channel textures. If set to false, RGBA8 textures will be allocated instead of R8.
Changelog
Section titled “Changelog”Version 1.53.0
Section titled “Version 1.53.0”| API | Added |
| API | Altered |
| API | Added the |
| Feature | Added support for tessellating SVGs on the GPU |
| Enhancement | Added support for HTML preloading for |
| Enhancement | Added documentation for the |
| Enhancement | Added support for the |
| Enhancement Unity | Updated quick start documentation with examples of how to add a view to the scene |
| Enhancement Unity | Added a step by step guide for localization |
| Enhancement | Added API to retrieve GPU memory usage information |
| Enhancement Unity | Improved input handling for |
| Enhancement | Added support in desktop renderers (DirectX 11, DirectX12, OpenGL, Vulkan) for preloading mipmap textures |
| Enhancement Unity | The Unity package uses the Sony PlayStation 5 SDK 8.0 |
| Enhancement Unity | The Unity package uses the Sony PlayStation 4 SDK 11.0 |
| Enhancement | Added documentation for the canvas API support |
| Enhancement | Added origin information to warnings and errors when it is available |
| Fix Unity | Fixed setting the HTTP response headers from |
| Fix Unreal Engine | Fixed plugin loading issue on Linux due to a missing renoir library dependency |
| Fix Unity | Fixed crash on Xbox in HDRP mode due to synchronization issue |
| Fix | Fixed ascent and descent for preloaded fonts |
| Fix | Fixed a crash when using the API for custom media features on different threads |
| Fix | Fixed setting the prototype on custom elements getting upgraded when their class is defined |
| Fix | Fixed |
| Fix | Fixed |
| Fix Unity | Fixed a crash on exit in Unity3D editor when a WebSocket connection is still active |
| Fix | Fixed wrongly transitioned properties for discrete animations |
| Fix | Fixed |
| Fix | Fixed a crash when using SVG as background-image on an element with transform |
| Fix | Fixed transitions with negative delay incorrectly firing transition events |
| Fix | Fixed a crash if a texture for drawing is missing |
| Fix | Fixed rendering of textures in samples with OpenGL when filtering is set to |
| Fix | Fixed drawing of simple inline SVGs in |
| Fix | Fixed image resources not getting unloaded after reducing the background images count |
| Fix | Fixed artifacts when using |
| Fix | Fixed a leak when using transitions which could have caused crashes after garbage collection |
| Fix | Fixed a wrongly triggered debug assert when detaching elements with pending images |
| Fix | Fixed a crash when using |
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