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1.1.0 Stable
released this
2022-03-04 01:34:30 +00:00 | 107 commits to main since this releaseWell that didn't take long! I found a corner case where it was possible for command buffers to use resources after destruction. I had falsely assumed that command buffers complete in order of submission, but they do not.
To fix this, the Vulkan implementation now performs reference counting on resources to determine if command buffers are still using them. This should dramatically reduce the ways you have of shooting yourself in the foot when freeing resources.
Downloads
- Source Code (ZIP)
- Source Code (TAR.GZ)
- 186 KiB Refresh.dll
- 160 KiB libRefresh.so
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1.0.0 Stable
released this
2022-03-03 00:08:36 +00:00 | 111 commits to main since this releaseAfter a little over a year of testing and development, I think that Refresh is in a place where I am comfortable declaring the API as version 1.0.0.
Since the pre-release version, there have been many changes, mostly regarding boilerplate reduction and thread safety. Overall I think we have struck a nice balance between explicitness and ease of use, and development of backends other than Vulkan should be possible now.
For a managed C# way to use Refresh, see MoonWorks, which has been updated to take advantage of the 1.0.0 changes: https://gitea.moonside.games/MoonsideGames/MoonWorks
Special thanks to TheSpydog and SgtPickles who provided me with test cases and API advice.
Downloads
- Source Code (ZIP)
- Source Code (TAR.GZ)
- 182 KiB Refresh.dll
- 155 KiB libRefresh.so
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0.1.0 Pre-Release
released this
2021-02-27 23:36:41 +00:00 | 152 commits to main since this releaseDownloads
- Source Code (ZIP)
- Source Code (TAR.GZ)
- 186 KiB Refresh.dll
- 160 KiB libRefresh.so