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release vresion 0.10.0
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- API:
    - Add VulkanRenderAPI
- Support Vulkan: win32, macOS, android(buggy). Everything works except hardware decoder 0-copy rendering, only software decoders and hardware decoder with ":copy=1" are supported.
- Correct HDR trc if obviously wrong from decoder(mediacodec vp9)
- AMediaCodec:
    - Improve async mode
    - Fix blocks on some devices
- No need to call setLogHandler(nullptr) manually
- Remove redundant gpu color primaries convertion
- Fix D3D11 hevc decoder wrong result because of ignoring profile/level
- Fix D3D11 decoder + D3D11 0-copy rendering wrong result on RTX2060
- Partialy upport mac catalyst build
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wang-bin committed Sep 1, 2020
1 parent 92ab61d commit 4e3a3db
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16 changes: 16 additions & 0 deletions Changelog.md
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@@ -1,6 +1,22 @@
Change log:


0.10.0 - 2020-09-01

- API:
- Add VulkanRenderAPI
- Support Vulkan: win32, macOS, android(buggy). Everything works except hardware decoder 0-copy rendering, only software decoders and hardware decoder with ":copy=1" are supported.
- Correct HDR trc if obviously wrong from decoder(mediacodec vp9)
- AMediaCodec:
- Improve async mode
- Fix blocks on some devices
- No need to call setLogHandler(nullptr) manually
- Remove redundant gpu color primaries convertion
- Fix D3D11 hevc decoder wrong result because of ignoring profile/level
- Fix D3D11 decoder + D3D11 0-copy rendering wrong result on RTX2060
- Partialy upport mac catalyst build


0.9.2 - 2020-07-29

- API:
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -10,8 +10,8 @@ Install via [NuGet](https://www.nuget.org/packages/mdk) in Visual Studio for bot
- Simple and powerful API set
- Cross platform: Windows, UWP, Linux, macOS, Android, iOS, Raspberry Pi
- Hardware accelerated decoding and 0-copy GPU rendering for all platforms
- OpenGL, D3D11 and Metal rendering w/ or w/o user provided context
- Integrated with any gui toolkits or apps via OpenGL, D3D11 and Metal (OBS, Qt, SDL, glfw, SFML etc.) easily
- OpenGL, D3D11, Vulkan and Metal rendering w/ or w/o user provided context
- Integrated with any gui toolkits or apps via OpenGL, D3D11, Vulkan and Metal (OBS, Qt, SDL, glfw, SFML etc.) easily
- Seamless/Gapless media and bitrate switch for any media
- User configurable FFmpeg libraries at runtime
- HDR rendering in GPU
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