Backport 0.18.1 changelog (#4694)

This commit is contained in:
Connor Fitzgerald 2023-11-15 16:40:12 -05:00 committed by GitHub
parent 8870a085a8
commit acaeb8d9b1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -40,8 +40,6 @@ Bottom level categories:
## Unreleased
For naga changelogs at or before v0.14.0. See [naga's changelog](naga/CHANGELOG.md).
### Changes
#### General
@ -63,12 +61,30 @@ For naga changelogs at or before v0.14.0. See [naga's changelog](naga/CHANGELOG.
- Improve algorithm used by module compaction. By @jimblandy in [#4662](https://github.com/gfx-rs/wgpu/pull/4662).
- In Metal Shading Language output, fix issue where local variables were sometimes using variable names from previous functions.
- When reading GLSL, fix the argument types of the double-precision floating-point overloads of the `dot`, `reflect`, `distance`, and `ldexp` builtin functions. Correct the WGSL generated for constructing 64-bit floating-point matrices. Add tests for all the above. By @jimblandy in [#4684](https://github.com/gfx-rs/wgpu/pull/4684).
## v0.18.1 (2023-11-15)
(naga version 0.14.1)
### Bug Fixes
#### General
- Fix panic in `Surface::configure` in debug builds. By @cwfitzgerald in [#4635](https://github.com/gfx-rs/wgpu/pull/4635)
- Fix crash when all the following are true: By @teoxoy in #[#4642](https://github.com/gfx-rs/wgpu/pull/4642)
- Passing a naga module directly to `Device::create_shader_module`.
- `InstanceFlags::DEBUG` is enabled.
#### DX12
- Always use HLSL 2018 when using DXC to compile HLSL shaders. By @daxpedda in [#4629](https://github.com/gfx-rs/wgpu/pull/4629)
#### Metal
- In Metal Shading Language output, fix issue where local variables were sometimes using variable names from previous functions. By @DJMcNab in [#4594](https://github.com/gfx-rs/wgpu/pull/4594)
## v0.18.0 (2023-10-25)
For naga changelogs at or before v0.14.0. See [naga's changelog](naga/CHANGELOG.md).
### Desktop OpenGL 3.3+ Support on Windows
We now support OpenGL on Windows! This brings support for a vast majority of the hardware that used to be covered by our DX11 backend. As of this writing we support OpenGL 3.3+, though there are efforts to reduce that further.