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<title>Updated resource binding validation</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<title>Moved duplicate buffer mode validation logic to ShaderResourceVariableBase.hpp</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-11T06:32:11+00:00</published>
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<title>Moved duplicate shader variable functionality to ShaderVariableBase</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-11T04:58:49+00:00</published>
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<title>D3D12 backend: moved resource binding logic to shader variable manger</title>
<updated>2021-03-19T00:38:20+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-10T22:26:04+00:00</published>
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<title>Moved ProcessSignatureResources method to PipelineResourceSignatureBase</title>
<updated>2021-03-19T00:38:18+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-10T00:37:37+00:00</published>
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<title>D3D12 backend: more header organizing</title>
<updated>2021-03-19T00:38:17+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-08T00:22:40+00:00</published>
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<title>Implemented common PRS methods directly in PipelineResourceSignatureBase; refactored include dependencies in D3D12 backend</title>
<updated>2021-03-19T00:38:17+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-07T23:22:38+00:00</published>
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