Releases: gpujs/gpu.js
v2 release candidate 2
Fixes
- Block bodies from not being rendered
- Casting to floats from
this.thread.value
andthis.output.value
outside of loops
v2 release candidate 1
Promises, Math.random()
support, Typescript, NODE, cleaner API, "dev" mode for easy debugging (, internal type detection, refined internal parser, tons of new tests, nested loops).
February 10th, 2019, the day NODE got a rocket ship!
+ +
NOTE: Documentation and release notes will be updated before v2's official release.
Fix CPU type management
Merge pull request #393 from gpujs/392-cpu-type-management fix: CPU transpilation issue for type management
Fix variable assignments for index and size
Fix usage of this.thread
and this.output
variable assignment
Adding typings for custom functions
1.10.0 fix: Typo
Smaller release size
Smaller more powerful jellyfish.
Offscreen canvas support and constant fixes
Merge pull request #384 from gpujs/382-bad-constant fix #382: Constant being set weirdly and conflicting with user variables
Graphic texture support
Now output texture is supported when using:
gpu.createKernel(function() {...})
.setOutput(size)
.setGraphical(true)
.setOutputToTexture(true);
The graphical output can go directly to the kernel's output value.
maintenance release
Faster array management from GPU to CPU.
Immortal
Constants now have support for the same argument types as function arguments.
So now, in addition to integers and decimals, we support
For WebGL2:
- Array
- GPU Input (a flat array that is treated like a 2 or 3 dimensional array)
- HTMLImage
- HTMLImageArray
- Texture
For WebGL1:
- Array
- GPU Input (a flat array that is treated like a 2 or 3 dimensional array)
- HTMLImage
- Texture
For CPU Fallback:
- Array
- GPU Input (a flat array that is treated like a 2 or 3 dimensional array)
- HTMLImage
- HTMLImageArray
Ty @enviziion for assisting us, and welcome to the team!