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<title>DiligentCore/Graphics/GraphicsEngineD3DBase, branch ext-vk</title>
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<title>Fixed Windows 8.1 build issue and a couple of clang warnings</title>
<updated>2021-03-19T04:53:09+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-03-19T04:53:09+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>
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<published>2021-03-14T02:11:59+00:00</published>
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<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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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>Refactored passing template arguments to base classes</title>
<updated>2021-03-19T00:38:15+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-04T20:46:21+00:00</published>
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<entry>
<title>Unified device object creation in D3D12, Vulkan and OpenGL</title>
<updated>2021-03-19T00:38:14+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-04T08:16:25+00:00</published>
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<entry>
<title>Added shader compiler macros to shader source</title>
<updated>2021-03-19T00:38:14+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-02T20:59:46+00:00</published>
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<title>RunTimeResourceArray: added constant buffers</title>
<updated>2021-03-19T00:38:13+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-02T05:32:11+00:00</published>
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<title>Fixed few issues with run-time sized arrays in D3D12; enabled test.</title>
<updated>2021-03-19T00:38:13+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-03-02T04:41:41+00:00</published>
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<title>PipelineResourceSignatureD3D12Impl: added bound buffer view mode validation</title>
<updated>2021-03-19T00:38:11+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2021-02-25T03:34:36+00:00</published>
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<entry>
<title>Reworked ShaderVariableVkImpl and ShaderVariableD3D12Impl: removed some duplicate code</title>
<updated>2021-03-19T00:38:11+00:00</updated>
<author>
<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
</author>
<published>2021-02-25T03:23:36+00:00</published>
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