Released 18 May 2022
|Devtools Add rendering trace markers
|Devtools Add ability to record screenshots
|Devtools Add support for tracking the creation, destruction, and count of GPU objects
|Devtools Add support for tracking the GPU memory used by the rendering library
|Add custom CSS property
coh-use-aa-geometry to enable control over AA of specific element. By default it’s enabled and it can be used for disabling AA of an element.
|Devtools The rendering trace events in the inspector’s performance tab now have information about the DOM node which was rendered
|Add support for “background-repeat: round” for background SVGs larger than 1024px
|Add support for changing the Window origin on Nintendo Switch. Note that you need to use the –disableSimpleSublayers developer option for full support
|Fixed V8 freeing memory on small GC collections
|Fixed a regression in absolute element size calculation when width and height weren’t specified margins were ignored
|Fixed wrongly positioned absolute flex items with percents when parent element had margins
|Fixed CohtmlHUD Material compatibility with Unreal Engine 4
Released 06 Jun 2022
|Update Sony PlayStation 5 SDK to 5.000
|Update Sony PlayStation 4 SDK to 9.500
|Update Game Development Kit to March 2022
|Fixed incorrect generation of anti-aliased border geometry when drawing a gradient with perspective transformation
|Fixed an issue where styles won’t be applied to elements with transitions that have already been displayed once
Changed API for ICustomEffectHandler
In order for the ICustomEffectHandler to work for all the platforms, data should be transferred for some rendering APIs between the backend and the handler implementation. For this reason, we’ve changed the OnDrawCustomEffect callback which now takes void as its second parameter. The data is filled in the corresponding backend’s function DrawCustomEffect. In the cases when the parameter is
nullptr, that means that no data from the backend is required to execute the draw call.
There was another requirement for some rendering APIs, where the rendering pass should be finished when the constant buffers are updated. So, we’ve implemented another callback OnPrepareConstantBufferData which is called on platforms with specifics in the update of the constant buffers' GPU data. You can check ICustomEffectHandler’s definition in BaseBackend.h to read more about this callback. Also check the implementation of DrawCustomEffect in VulkanBackend.cpp.