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<title>Implemented common PRS methods directly in PipelineResourceSignatureBase; refactored include dependencies in D3D12 backend</title>
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<name>assiduous</name>
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<title>Reworked non-separable programs in GL; added more PSO and PRS validation</title>
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<title>Reworked ShaderVariableVkImpl and ShaderVariableD3D12Impl: removed some duplicate code</title>
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<name>assiduous</name>
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<title>Refactored D3D12 shader resource cache and descriptor table handling</title>
<updated>2021-03-19T00:38:09+00:00</updated>
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<name>assiduous</name>
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<published>2021-02-21T18:23:44+00:00</published>
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<title>Fixed 32-bit build</title>
<updated>2021-01-01T02:42:05+00:00</updated>
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<title>Implemented initialization of staging textures in D3D12 and Vulkan backends</title>
<updated>2021-01-01T01:28:00+00:00</updated>
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<name>assiduous</name>
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<title>D3D12 backend: a bunch of cosmetic updates + made dynamic buffer allocation data 64-byte aligned</title>
<updated>2020-12-21T02:37:20+00:00</updated>
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<name>assiduous</name>
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<title>Refactored TextureBase</title>
<updated>2020-11-06T06:46:17+00:00</updated>
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<name>assiduous</name>
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<published>2020-11-06T06:46:17+00:00</published>
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