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3.0.6ci: keep the Skia cache across unrelated changes and failing later st… …eps (#208) The Skia cache key hashed every Cargo.toml, all build scripts and the Makefile, so any dependency or script change dropped every entry. Key it on the skia lines and [features] chains of the Cargo.toml files plus the scripts and setup that feed cargo's environment. Each job saved the cache as its last step, so a failing test, AAR or xcframework step lost a Skia build that had succeeded. Save it right after the Rust build. 3.0.5test(audio): stop asserting statechange order on the raw binding (#205) The binding's statechange (a threadsafe function) and the suspend/resume/close promises (AsyncTasks) reach JS through separate libuv queues, so the handler can run after a promise settles and read a later state. The wrapper in napi.ts orders them as Chrome does; the binding never did. Check the final state instead, wait for the closed event rather than sleeping, and drop the Linux-only todo, since the same race also failed on Windows x64. 3.0.0-beta.6chore: 3.0.0-beta.6 3.0.0-beta.5fix(windows): cache compiled WebGL programs; WebGPU canvases no longe… …r freeze on resize (#184) * fix(windows): keep compiled WebGL programs across contexts and launches ANGLE only reuses linked programs when the app installs EGL_ANDROID_blob_cache callbacks; its own cache size defaults to 0. Without them every new context recompiled every shader through the HLSL compiler, which blocked large scenes for about a second on each visit. Programs are now kept in memory and under %LOCALAPPDATA%\<exe>\canvas\program-cache (CANVAS_PROGRAM_CACHE_DIR overrides it; empty keeps it in memory only). * fix(windows): WebGPU canvases no longer freeze the app when resized Configuring the surface from the layout pass waited for the GPU without a limit, while the last presented frame waited on the compositor, which waits on the UI thread. The resize is now applied from the next getCurrentTexture, once that frame is done, drawing offscreen until then. Resizing gets a fresh swapchain, since ResizeBuffers fails while the page still holds a texture of the old one ("window is in use"). getCurrentTexture falls back to the offscreen texture instead of returning null. * chore(windows): rebuild canvasnative.node * fix(webgl): don't wait for a program's link inside linkProgram linkProgram queried ACTIVE_UNIFORM_BLOCKS straight after glLinkProgram, which waits for the link to finish, so ANGLE could never link in the background. The count is now queried (and cached) the first time uniformBlockBinding needs it. * feat(webgl): KHR_parallel_shader_compile on Windows ANGLE compiles and links on worker threads once a context enables it, and COMPLETION_STATUS_KHR lets the page poll without waiting (three.js's compileAsync, for example). * chore(windows): rebuild canvasnative.node * feat(webgl): KHR_parallel_shader_compile on Android Exposed when the driver reports GL_KHR_parallel_shader_compile. The GL default for MAX_SHADER_COMPILER_THREADS_KHR already lets the driver use its own maximum, so nothing else has to be set. COMPLETION_STATUS_KHR reads back as a boolean. * chore(ios,android): rebuild CanvasNative.xcframework and canvas-release.aar * chore: 3.0.0-beta.5 3.0.0-beta.4chore: 3.0.0-beta.4 PreviousNext
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