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@Sergio0694 Sergio0694 released this 29 Nov 13:38

ComputeSharp 2.0 is finally available! 🚀

Read the blog post on Medium here.

The changelog here is mostly the same as for 2.0.0-preview1, just with additional bug fixes and performance improvements. This release includes a completely overhauled library compared to the previous 1.4.1 release, along with tons of new changes. It's impossible to list all of them here, so here's just some of the biggest changes. But there's much, much more that's included across all available libraries!

ComputeSharp

  • New ComputeContext APIs to build fully custom computational graphs
  • New IPixelShader<T> interface to easily write pixel-shader-like shaders
  • New texture resources, including normalized ones
  • New transfer buffers (upload and readback)
  • New support for directly loading and saving images
  • New APIs to execute work asynchronously
  • New APIs to track and recover from device loss
  • All APIs are now fully thread safe and resilient against memory leaks and corruption
  • Replaced method decompiler with Roslyn incremental source generator
  • Add .NET Standard 2.0 target (including in all other libraries as well)
  • Much better performance than before

ComputeSharp.Dynamic

  • Split dynamic compilation support to separate package to reduce binary use
  • New APIs to do shader reflection

ComputeSharp.Pix

  • New standalone package adding PIX support to ComputeSharp

ComputeSharp.Uwp, ComputeSharp.WinUI

  • New UWP and WinUI 3 packages with ComputeShaderPanel and AnimatedComputeShaderPanel controls
  • New APIs to fully customize the render loop and the frame request queue

ComputeSharp.D2D1

  • New package with support for authoring D2D1 pixel shader
  • New built-in ID2D1Effect implementation to easily plug shaders into a D2D1 pipeline
  • New APIs to easily define D2D1 transform mappings
  • New APIs to do shader reflection
  • New attribute to precompile inline HLSL, for manual shader compilation
  • New APIs to manually compile raw HLSL sources