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<title>DiligentCore/Graphics/GraphicsEngineD3D12/src, branch ext-vk</title>
<subtitle>[no description]</subtitle>
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<title>PipelineResourceSignatureD3D11Impl: reworked resource allocation</title>
<updated>2021-03-19T00:38:24+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-18T20:14:05+00:00</published>
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<entry>
<title>Some more code improvemnts in D3D11 backend</title>
<updated>2021-03-19T00:38:24+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-17T22:10:03+00:00</published>
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<entry>
<title>Added DrawMeshIndirectCount command.</title>
<updated>2021-03-19T00:38:23+00:00</updated>
<author>
<name>azhirnov</name>
<email>zh1dron@gmail.com</email>
</author>
<published>2021-03-15T00:24:13+00:00</published>
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<entry>
<title>Added inline ray tracing &amp; trace rays indirect command.</title>
<updated>2021-03-19T00:38:23+00:00</updated>
<author>
<name>azhirnov</name>
<email>zh1dron@gmail.com</email>
</author>
<published>2021-03-15T00:14:26+00:00</published>
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<entry>
<title>Renamed Align to AlignUp</title>
<updated>2021-03-19T00:38:22+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-14T02:11:59+00:00</published>
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<entry>
<title>Direct3D11: added BindPointsD3D11 instead of TBindPoints and TBindPointsAndActiveBits,</title>
<updated>2021-03-19T00:38:21+00:00</updated>
<author>
<name>azhirnov</name>
<email>zh1dron@gmail.com</email>
</author>
<published>2021-03-10T18:42:03+00:00</published>
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<id>8f85ab43928dfbbfea5630d5419049e6015c2d29</id>
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GetShaderResourceTypeAndFlags moved to D3DBase,
added DvpVerifySRBResources() and DvpValidateCommittedResource()
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GetShaderResourceTypeAndFlags moved to D3DBase,
added DvpVerifySRBResources() and DvpValidateCommittedResource()
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<entry>
<title>Updated resource binding validation</title>
<updated>2021-03-19T00:38:20+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-11T19:36:13+00:00</published>
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<entry>
<title>Moved duplicate buffer mode validation logic to ShaderResourceVariableBase.hpp</title>
<updated>2021-03-19T00:38:20+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-11T06:32:11+00:00</published>
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<entry>
<title>Moved duplicate shader variable functionality to ShaderVariableBase</title>
<updated>2021-03-19T00:38:20+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-11T04:58:49+00:00</published>
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<entry>
<title>D3D12 backend: moved resource binding logic to shader variable manger</title>
<updated>2021-03-19T00:38:20+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-10T22:26:04+00:00</published>
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