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In this release, we have added the possibility to resolve a multi-sampled stencil texture region directly to a 1x MSAA color texture. Custom backend users have to implement the following:

  • A command BC_ResolveAndCopyStencilRegion, which resolves the stencil of a source depth-stencil texture onto a 1x MSAA destination texture (e.g. by using a compute shader)
  • A newly added backend capability SupportsDepthStencilResolve indicating whether the backend supports BC_ResolveAndCopyStencilRegion
  • A new Texture2D property IsUnorderedAccessEnabled when creating color textures, which indicates that the texture should be bindable as a "random access texture"
  • A new DepthStencilTexture property IsShaderResource when creating depth-stencil textures, which indicates that the texture could be sampled from in a shader
  • The render target could be an invalid handle now, indicating that only a depth-stencil resource should be bound

Feature

Optimized SynchronizeModels significantly by computing some of complex expressions in the attributes directly, without compiling and invoking a JavaScript function

Enhancement

Improved error message for engine.call to include the name of the function when there is no handler for it

Enhancement

Improved performance of UnregisterDataBindAttributes() for pages with a lot of data-binding attributes used

Enhancement

Modified the Components sample to use Shadow DOM

Enhancement

Optimized layout for deep DOM structures with automatically sized children

Enhancement

Optimized text layout performance and memory usage

Enhancement

Improved error messages when data binding expression fails to parse or compile

Enhancement

Added support for multiple keyframe rules with the same name

Enhancement Unreal Engine

Added a delegate for mouse wheel event in HUD setups

Enhancement Unreal Engine

Added sharing of depth stencil textures for views with compatible dimensions to save texture memory

Enhancement

Refactor backends to standardize the storing of GPU objects

Enhancement

Added profiling data and documentation for handling bad cases for the flex layout algorithm

Enhancement

Added the possibility to directly resolve a multi-sampled stencil texture region to 1xMSAA color texture for DirectX 11,12, and PlayStation rendering backends

Fix

Fixed child element transitions not triggering after the hidden parent becomes visible

Fix

Updated the TypeScript definitions for the cohtml.js

Fix Unity

Added Dispose method for the CohtmlLogHandler

Fix Unity

Fixed Unity 6 treating UPM packages as experimental

Fix

Disabled emitting of some profile events when Library::EnableProfiling is disabled

Fix

Fixed a visual artifact when applying backdrop filter to the whole viewport

Fix

Fixed visual artefacts of left over text when changing the text dynamically in an inline container

Fix

Fixed crash when accessing unreachable array element with the safe binding enabled

Fix

Fixed animations sometimes failing to pause or wrongly resuming

Fix

Keyframe rules no longer pass the shadow DOM boundary

Fix

CSS animations now stop once their keyframe rule is removed

Fix Unreal Engine

Fixed unsafe access of texture when texture draws tracking is enabled on console platforms

Fix Unreal Engine

Fixed issues when recording screenshots with Inspector profiling

Fix Unreal Engine

Fixed assert when resolving MSAA render targets on some mobile devices

Fix Unreal Engine

Fixed a crash on older android devices related to unsupported shader buffer sizes

Fix

Fixed cases where scissor rect would be bigger than than the viewport

Fix

Fixed a crash when UnregisterModel with arrays when safe binding is enabled

Fix

Fixed a crash when a precompiled script throws an exception

Fix

Fixed binding of nested maps and arrays when safe binding is enabled

Fix Unreal Engine

Fixed assert during shader compilation on Mac OS when ShaderModel 6 is enabled

API

Added a new BC_ResolveAndCopyStencilRegion backend command and a SupportsDepthStencilResolve capability whether it can be used.