git.s-ol.nu ~forks/DiligentEngine / ext-vk ReleaseHistory.md
ext-vk

Tree @ext-vk (Download .tar.gz)

ReleaseHistory.md @ext-vkview markup · raw · history · blame

v2.4.g

API Changes

  • Enabled ray tracing (API Version 240080)
  • Added IDeviceContext::GetFrameNumber method (API Version 240079)
  • Added ShaderResourceQueries device feature and EngineGLCreateInfo::ForceNonSeparablePrograms parameter (API Version 240078)

  • Renamed USAGE_STATIC to USAGE_IMMUTABLE (API Version 240077)

  • Renamed static samplers into immutable samplers (API Version 240076)

  • Renamed StaticSamplerDesc -> ImmutableSamplerDesc
  • Renamed PipelineResourceLayoutDesc::NumStaticSamplers -> PipelineResourceLayoutDesc::NumImmutableSamplers
  • Renamed PipelineResourceLayoutDesc::StaticSamplers -> PipelineResourceLayoutDesc::ImmutableSamplers

  • Refactored pipeline state creation (API Version 240075)

  • Replaced PipelineStateCreateInfo with GraphicsPipelineStateCreateInfo and ComputePipelineStateCreateInfo
  • Replaced IRenderDevice::CreatePipelineState with IRenderDevice::CreateGraphicsPipelineState and IRenderDevice::CreateComputePipelineState
  • pVS, pGS, pHS, pDS, pPS, pAS, pMS were moved from GraphicsPipelineDesc to GraphicsPipelineStateCreateInfo
  • GraphicsPipelineDesc GraphicsPipeline was moved from PipelineStateDesc to GraphicsPipelineStateCreateInfo
  • pCS is now a member of ComputePipelineStateCreateInfo, ComputePipelineDesc was removed
  • Added IPipelineState::GetGraphicsPipelineDesc method

Old API for graphics pipeline initialization: ```cpp PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc;

PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pPS = pVS; // ... Device->CreatePipelineState(PSOCreateInfo, &pPSO); ```

New API for graphics pipeline initialization: cpp GraphicsPipelineStateCreateInfo PSOCreateInfo; // ... PSOCreateInfo.pVS = pVS; PSOCreateInfo.pPS = pVS; Device->CreateGraphicsPipelineState(PSOCreateInfo, &pPSO);

Old API for compute pipeline initialization: ```cpp PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc;

PSODesc.ComputePipeline.pCS = pCS; // ... Device->CreatePipelineState(PSOCreateInfo, &pPSO); ```

New API for compute pipeline initialization:

```cpp ComputePipelineStateCreateInfo PSOCreateInfo;

PSOCreateInfo.pCS = pCS; Device->CreateComputePipelineState(PSOCreateInfo, &pPSO); ```

  • Added ShaderInt8, ResourceBuffer8BitAccess, and UniformBuffer8BitAccess device features. (API Version 240074)
  • Added ShaderFloat16, ResourceBuffer16BitAccess, UniformBuffer16BitAccess, and ShaderInputOutput16 device features. (API Version 240073)

Samples and Tutorials

v2.4.f

API Changes

  • Added UnifiedMemoryCPUAccess member to GraphicsAdapterInfo struct (API Version 240072)
  • An application should check allowed unified memory access types before creating unified buffers
  • Added GPU vendor and memory size detection (API Version 240071)
  • Added ADAPTER_VENDOR enum
  • Added GraphicsAdapterInfo struct
  • Added GraphicsAdapterInfo AdapterInfo member to DeviceCaps struct
  • Removed ADAPTER_TYPE AdaterType from DeviceCaps struct
  • Reworked texture format properties (API Version 240070)
  • Added RESOURCE_DIMENSION_SUPPORT enum
  • Reworked TextureFormatInfoExt struct
  • Added option to disable/enable device features during initialization (API Version 240069)
  • Added DEVICE_FEATURE_STATE enum
  • Changed the types of members of DeviceFeatures struct from bool to DEVICE_FEATURE_STATE
  • Added DeviceFeatures Features member to EngineCreateInfo struct
  • Enabled mesh shaders (API Version 240068)
  • Added PIPELINE_TYPE enum
  • Replaced IsComputePipline member of PipelineStateDesc struct with PIPELINE_TYPE PipelineType
  • Added new mesh shader types
  • Added mesh shader draw commands
  • Added QUERY_TYPE_DURATION query type (API Version 240067)
  • Added USAGE_UNIFIED usage type (API Version 240066)
  • Added render passes (API Version 240065)
  • Added CREATE_SHADER_SOURCE_INPUT_STREAM_FLAGS enum and IShaderSourceInputStreamFactory::CreateInputStream2 method (API Version 240064)
  • Added ISwapChain::SetMaximumFrameLatency function (API Version 240061)
  • Added EngineGLCreateInfo::CreateDebugContext member (API Version 240060)
  • Added SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM value (API Version 240059).
  • Added GLBindTarget parameter to IRenderDeviceGL::CreateTextureFromGLHandle method (API Version 240058).

Samples and Tutorials

v2.4.e

General

  • Enabled Vulkan on Android
  • Added C Interface (API Version 240052)

API Changes

  • Added PreTransform parameter to swap chain description (API Version 240057).
  • Added PipelineStateCreateInfo struct that is now taken by IRenderDevice::CreatePipelineState instead of PipelineStateDesc struct. Added PSO_CREATE_FLAGS enum (API Version 240056).

Old API: cpp PipelineStateDesc PSODesc; // ... pRenderDevice->CreatePipelineState(PSODesc, &pPSO);

New API: cpp PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; // ... pRenderDevice->CreatePipelineState(PSOCreateInfo, &pPSO);

  • Added PRIMITIVE_TOPOLOGY_LINE_STRIP topology (API Version 240055)
  • Updated swap chain creation functions to use NativeWindow (API Version 240054)
  • Added NativeWindow wrapper and replaced pNativeWndHandle and pDisplay members with it in EngineGLCreateInfo (API Version 240053)

v2.4.d

API Changes

  • Added Queries (API Version 240051)
  • Added AdapterType member to DeviceCaps struct (API Version 240048)
  • Added IDeviceContextGL::SetSwapChain and IRenderDeviceGL::CreateDummyTexture methods (API Version 240047)
  • Removed IDeviceContext::SetSwapChain method (API Version 240046)
  • Renamed MAP_FLAG_DO_NOT_SYNCHRONIZE flag to MAP_FLAG_NO_OVERWRITE (API Version 240045)
  • Added GetVkInstance and GetVkPhysicalDevice methods to IRenderDeviceVk interface (API Version 240044)
  • Added HLSLSemantic member to LayoutElement struct (API Version 240042)
  • Added ResolveTextureSubresource device context command, removed SamplesCount member of the SwapChainDesc (API Version 240041)
  • Added APIVersion member to EngineCreateInfo struct (API Version 240040)
  • Added IDeviceObject::GetUniqueID method (API Version 240039)
  • Added IDeviceContextD3D12::LockCommandQueue, IDeviceContextD3D12::UnlockCommandQueue, IDeviceContextVk::LockCommandQueue, and IDeviceContextVk::UnlockCommandQueue methods (API Version 240038)
  • Added EnableGPUBasedValidation member to EngineD3D12CreateInfo struct (API Version 240037)
  • Added DRAW_FLAG_RESOURCE_BUFFERS_INTACT flag (API Version 240036)
  • Added HLSLVersion, GLSLVersion and GLESSLVersion to ShaderCreateInfo struct (API Version 240035)
  • Renamed EngineD3D11DebugFlags to D3D11_DEBUG_FLAGS (API Version 240034)
  • Split up Draw command into Draw, DrawIndexed, DrawIndirect and DrawIndexedIndirect. Split up DispatchCompute command into DispatchCompute and DispatchComputeInidrect (API Version 240033).
  • Enabled bindless resources
  • Removed SHADER_PROFILE enum (API Version 240032)
  • Added DIRECT3D_FEATURE_LEVEL and DIRECT3D_FEATURE_LEVEL MinimumFeatureLevel member to EngineD3D11CreateInfo and EngineD3D12CreateInfo structs (API Version 240032)
  • Updated IEngineFactoryD3D11::EnumerateHardwareAdapters, IEngineFactoryD3D11::EnumerateDisplayModes, IEngineFactoryD3D12::EnumerateHardwareAdapters, IEngineFactoryD3D12::EnumerateDisplayModes to take minimum feature level. (API Version 240032)
  • Added bBindlessSupported member to DeviceCaps struct. (API Version 240032)

General

v2.4.c

General

API changes

  • Moved NumDeferredContexts parameter from factory functions IEngineFactoryD3D11::CreateDeviceAndContextsD3D11, IEngineFactoryD3D12::CreateDeviceAndContextsD3D12 and IEngineFactoryVk::CreateDeviceAndContextsVk to EngineCreateInfo struct.
  • Renamed USAGE_CPU_ACCESSIBLE -> USAGE_STAGING
  • Added SWAP_CHAIN_USAGE_FLAGS enum
  • Replaced overloaded IPipelineState::GetStaticShaderVariable() with IPipelineState::GetStaticVariableByName() and IPipelineState::GetStaticVariableByIndex()
  • Replaced overloaded IShaderResourceBinding::GetVariable() with IShaderResourceBinding::GetVariableByName() and IShaderResourceBinding::GetVariableByIndex()
  • Made IShaderSourceInputStreamFactory derived from IObject; added IEngineFactory::CreateDefaultShaderSourceStreamFactory() method; added IRenderDevice::GetEngineFactory() method (API Version 240021)
  • Added DRAW_FLAG_VERIFY_DRAW_ATTRIBS, DRAW_FLAG_VERIFY_RENDER_TARGETS, and DRAW_FLAG_VERIFY_ALL flags (API Version 240022)
  • TEXTURE_VIEW_FLAGS enum and Flags member to TextureViewDesc structure (API Version 240023)
  • Added IShaderResourceVariable::IsBound() method (API Version 240024)
  • Added Diligent- prefix to project names to avoid name conflicts.
  • Added IDeviceContextD3D12::GetD3D12CommandList method
  • Added IDeviceContext::WaitForFence() method (API Version 240027)
  • Added IDeviceContext::WaitForIdle() method (API Version 240028)
  • Added IRenderDevice::IdleGPU() method (API Version 240029)
  • Added EngineD3D12CreateInfo::EnableDebugLayer member (API Version 240030)
  • Added EngineD3D12CreateInfo::BreakOnError and EngineD3D12CreateInfo::BreakOnCorruption members (API Version 240031)

v2.4.b

General

  • Added cmake options to disable specific back-ends and glslang
  • Improved engine support of GLES3.0 devices
  • Added new module - DiligentFX, a high-level rendering framework
  • Reworked light scattering post-processing effect to be ready-to-use component

API changes

  • Updated IRenderDevice::CreateTexture() and IRenderDevice::CreateBuffer() to take pointer to initialization data rather than references.
  • Added LayoutElement::AutoOffset and LayoutElement::AutoOffset values to use instead of 0 when automatically computing input layout elements offset and strides.
  • Renamed factory interfaces and headers:
  • IRenderDeviceFactoryD3D11 -> IEngineFactoryD3D11, RenderDeviceFactoryD3D11.h -> EngineFactoryD3D11.h
  • IRenderDeviceFactoryD3D12 -> IEngineFactoryD3D12, RenderDeviceFactoryD3D12.h -> EngineFactoryD3D12.h
  • IRenderDeviceFactoryOpenGL -> IEngineFactoryOpenGL, RenderDeviceFactoryOpenGL.h -> EngineFactoryOpenGL.h
  • IRenderDeviceFactoryVk -> IEngineFactoryVk, RenderDeviceFactoryVk.h -> EngineFactoryVk.h
  • IRenderDeviceFactoryMtl -> IEngineFactoryMtl, RenderDeviceFactoryMtl.h -> EngineFactoryMtl.h
  • Renamed IShaderVariable -> IShaderResourceVariable
  • Renamed SHADER_VARIABLE_TYPE -> SHADER_RESOURCE_VARIABLE_TYPE
  • Renamed ShaderVariableDesc -> ShaderResourceVariableDesc
  • Added SHADER_RESOURCE_TYPE enum
  • Moved shader variable type and static sampler definition from shader creation to PSO creation stage:
  • Removed IShader::GetVariable, IShader::GetVariableCount, and IShader::BindResources methods
  • Added IPipelineState::BindStaticResoruces, IPipelineState::GetStaticVariableCount, and IPipelineState::GetStaticShaderVariable methods
  • Added PipelineResourceLayoutDesc structure and ResourceLayout member to PipelineStateDesc
  • Added ShaderResourceDesc structure
  • Added IShader::GetResourceCount and IShader::GetResource methods
  • Replaced IShaderVariable::GetArraySize and IShaderVariable::GetName methods with IShaderResourceVariable::GetResourceDesc method
  • Added HLSLShaderResourceDesc structure as well as IShaderResourceVariableD3D and IShaderResourceVariableD3D interfaces to query HLSL-specific shader resource description (shader register)

With the new API, shader initialization and pipeline state creation changed as shown below.

Old API:

RefCntAutoPtr<IShader> pVS;
{
    CreationAttribs.Desc.ShaderType = SHADER_TYPE_VERTEX;
    CreationAttribs.EntryPoint = "main";
    CreationAttribs.Desc.Name  = "Cube VS";
    CreationAttribs.FilePath   = "cube.vsh";
    pDevice->CreateShader(CreationAttribs, &pVS);
    pVS->GetShaderVariable("Constants")->Set(m_VSConstants);
}
RefCntAutoPtr<IShader> pPS;
{
    CreationAttribs.Desc.ShaderType = SHADER_TYPE_PIXEL;
    CreationAttribs.EntryPoint = "main";
    CreationAttribs.Desc.Name  = "Cube PS";
    CreationAttribs.FilePath   = "cube.psh";
    ShaderVariableDesc Vars[] = 
    {
        {"g_Texture", SHADER_VARIABLE_TYPE_MUTABLE}
    };
    CreationAttribs.Desc.VariableDesc = Vars;
    CreationAttribs.Desc.NumVariables = _countof(Vars);

    SamplerDesc SamLinearClampDesc( FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, 
                                    TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP);
    StaticSamplerDesc StaticSamplers[] = 
    {
        {"g_Texture", SamLinearClampDesc}
    };
    CreationAttribs.Desc.StaticSamplers = StaticSamplers;
    CreationAttribs.Desc.NumStaticSamplers = _countof(StaticSamplers);

    pDevice->CreateShader(CreationAttribs, &pPS);
}
// ...
pDevice->CreatePipelineState(PSODesc, &m_pPSO);

New API:

RefCntAutoPtr<IShader> pVS;
{
    ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
    ShaderCI.EntryPoint      = "main";
    ShaderCI.Desc.Name       = "Cube VS";
    ShaderCI.FilePath        = "cube.vsh";
    pDevice->CreateShader(ShaderCI, &pVS);
}
RefCntAutoPtr<IShader> pVS;
{
    ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
    ShaderCI.EntryPoint      = "main";
    ShaderCI.Desc.Name       = "Cube VS";
    ShaderCI.FilePath        = "cube.vsh";
    pDevice->CreateShader(ShaderCI, &pVS);
}
// ...
ShaderResourceVariableDesc Vars[] = 
{
    {SHADER_TYPE_PIXEL, "g_Texture", SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE}
};
PSODesc.ResourceLayout.Variables    = Vars;
PSODesc.ResourceLayout.NumVariables = _countof(Vars);

// Define static sampler for g_Texture. Static samplers should be used whenever possible
SamplerDesc SamLinearClampDesc( FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, 
                                TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP);
StaticSamplerDesc StaticSamplers[] = 
{
    {SHADER_TYPE_PIXEL, "g_Texture", SamLinearClampDesc}
};
PSODesc.ResourceLayout.StaticSamplers    = StaticSamplers;
PSODesc.ResourceLayout.NumStaticSamplers = _countof(StaticSamplers);

pDevice->CreatePipelineState(PSODesc, &m_pPSO);
m_pPSO->GetStaticShaderVariable(SHADER_TYPE_VERTEX, "Constants")->Set(m_VSConstants);

Samples and Tutorials

v2.4.a

  • Enabled MinGW build
  • Enabled Vulkan on MacOS
  • Implemented split barriers (https://github.com/DiligentGraphics/DiligentCore/issues/43)
  • Added STATE_TRANSITION_TYPE enum and STATE_TRANSITION_TYPE TransitionType member to StateTransitionDesc structure
  • Added Metal backend stub
  • Samples:
  • Added rendering backend selection dialog on Win32 and Mac

v2.4

Core:

  • Implemented explicit resource state transitions
  • API Changes
  • Added RESOURCE_STATE enum that defines the resource state
  • Added RESOURCE_STATE_TRANSITION_MODE enum that controls resource state transition mode
  • Added DRAW_FLAGS enum that controls state validation performed by Draw command
  • Added Flags member to DrawAttribs structure (values from DRAW_FLAGS)
  • Added IndirectAttribsBufferStateTransitionMode member to DrawAttribs and DispatchComputeAttribs structures (values from RESOURCE_STATE_TRANSITION_MODE)
  • Added StateTransitionDesc structure that describes resource state transition barrier
  • Added IDeviceContext::TransitionResourceStates(Uint32 BarrierCount, StateTransitionDesc* pResourceBarriers) method
  • Added IBuffer::SetState(), IBuffer::GetState(), ITexture::SetState(), ITexture::GetState() methods
  • Added IShaderResourceBinding::InitializeStaticResources() to explicitly initialize static resources and avoid problems in multi-threaded environments
  • Added InitStaticResources parameter to IPipelineState::CreateShaderResourceBinding() method to allow immediate initialization of static resources in a SRB
  • Removed default SRB object
  • Renamed/moved IBuffer::UpdateData() to IDeviceContext::UpdateBuffer()
  • Renamed/moved IBuffer::CopyData() to IDeviceContext::CopyBuffer()
  • Renamed/moved IBuffer::Map() to IDeviceContext::MapBuffer()
  • Renamed/moved IBuffer::Unmap() to IDeviceContext::UnmapBuffer()
    • Removed MapFlags parameter
  • Renamed/moved ITexture::UpdateData() to IDeviceContext::UpdateTexture()
  • Renamed/moved ITexture::CopyData() to IDeviceContext::CopyTexture()
  • Renamed/moved ITexture::Map() to IDeviceContext::MapTextureSubresource()
  • Renamed/moved ITexture::Unmap() to IDeviceContext::UnmapTextureSubresource()
  • Moved ITextureView::GenerateMips() to IDeviceContext::GenerateMips()
  • Added state transition mode parameters to IDeviceContext::UpdateBuffer(), IDeviceContext::UpdateTexture(), IDeviceContext::CopyBuffer(), IDeviceContext::CopyTexture(), IDeviceContext::SetVertexBuffers(), IDeviceContext::SetIndexBuffers(), IDeviceContext::ClearRenderTargets(), and IDeviceContext::ClearDepthStencil() methods
  • Replaced COMMIT_SHADER_RESOURCES_FLAGS enum with RESOURCE_STATE_TRANSITION_MODE
  • Added ITextureD3D12::GetD3D12ResourceState(), IBufferD3D12::GetD3D12ResourceState(), IBufferVk::GetAccessFlags(), and ITextureVk::GetLayout() methods
  • Added CopyTextureAttribs structure that combines all paramters of IDeviceContext::CopyTexture() method

v2.3.b

  • Core
  • Enabled Vulkan backend on Linux
  • API Changes
    • Implemented separate texture samplers:
    • Added UseCombinedTextureSamplers and CombinedSamplerSuffix members to ShaderCreationAttribs structure
    • When separate samplers are used (UseCombinedTextureSamplers == false), samplers are set in the same way as other shader variables via shader or SRB objects
    • Removed BIND_SHADER_RESOURCES_RESET_BINDINGS flag, renamed BIND_SHADER_RESOURCES_KEEP_EXISTING to BIND_SHADER_RESOURCES_KEEP_EXISTING. Added BIND_SHADER_RESOURCES_UPDATE_STATIC, BIND_SHADER_RESOURCES_UPDATE_MUTABLE, BIND_SHADER_RESOURCES_UPDATE_DYNAMIC, and BIND_SHADER_RESOURCES_UPDATE_ALL flags
  • Using glslang to compile HLSL to SPIRV in Vulkan backend instead of relying on HLSL->GLSL converter

v2.3.a

  • Core
  • Added IFence interface and IDeviceContext::SignalFence() method to enable CPU-GPU synchronization
  • Added BUFFER_MODE_RAW mode allowing raw buffer views in D3D11/D3D12.
  • Moved Format member from BufferDesc to BufferViewDesc
  • Removed IsIndirect member from DrawAttrbis as setting pIndirectDrawAttribs to a non-null buffer already indicates indirect rendering

  • Samples:

  • Added Tutorial 10 - Data Streaming
  • Added Tutorial 11 - Resource Updates

v2.3

  • Core:
  • Implemented Vulkan backend
  • Implemented hardware adapter & display mode enumeration in D3D11 and D3D12 modes
  • Implemented initialization in fullscreen mode as well as toggling between fullscreen and windowed modes in run time
  • Added sync interval parameter to ISwapChain::Present()
  • API Changes
    • Added NumViewports member to GraphicsPipelineDesc struct
    • Removed PRIMITIVE_TOPOLOGY_TYPE type
    • Replaced PRIMITIVE_TOPOLOGY_TYPE GraphicsPipelineDesc::PrimitiveTopologyType with PRIMITIVE_TOPOLOGY GraphicsPipelineDesc::PrimitiveTopology
    • Removed DrawAttribs::Topology
    • Removed pStrides parameter from IDeviceContext::SetVertexBuffers(). Strides are now defined through vertex layout.
  • API Changes:
  • Math library functions SetNearFarClipPlanes(), GetNearFarPlaneFromProjMatrix(), Projection(), OrthoOffCenter(), and Ortho() take bIsGL flag instead of bIsDirectX
  • Vertex buffer strides are now defined by the pipeline state as part of the input layout description (LayoutElement::Stride)
  • Added COMMIT_SHADER_RESOURCES_FLAG_VERIFY_STATES flag
  • Added NumViewports member to GraphicsPipelineDesc structure
  • Samples:
  • Added fullscreen mode selection dialog box
  • Implemented fullscreen mode toggle on UWP with shift + enter
  • Implemented fullscreen window toggle on Win32 with alt + enter
  • Added Tutorial 09 - Quads
  • Fixed the following issues:
  • Add option to redirect diligent error messages
  • Add ability to run in exclusive fullscreen/vsync mode

v2.2.a

v2.2

  • Added MacOS and iOS support

v2.1.b

  • Removed legacy Visual Studio solution and project files
  • Added API reference
  • Added tutorials 1-8

v2.1.a

  • Refactored build system to use CMake and Gradle for Android
  • Added support for Linux platform

v2.1

New Features

Core

  • Interoperability with native API
  • Accessing internal objects and handles
  • Creating diligent engine buffers/textures from native resources
  • Attaching to existing D3D11/D3D12 device or GL context
  • Resource state and command queue synchronization for D3D12
  • Integraion with Unity
  • Geometry shader support
  • Tessellation support
  • Performance optimizations

HLSL->GLSL converter

  • Support for structured buffers
  • HLSL->GLSL conversion is now a two-stage process:
  • Creating conversion stream
  • Creating GLSL source from the stream
  • Geometry shader support
  • Tessellation control and tessellation evaluation shader support
  • Support for non-void shader functions
  • Allowing structs as input parameters for shader functions

v2.0 (alpha)

Alpha release of Diligent Engine 2.0. The engine has been updated to take advantages of Direct3D12:

  • Pipeline State Object encompasses all coarse-grain state objects like Depth-Stencil State, Blend State, Rasterizer State, shader states etc.
  • New shader resource binding model implemented to leverage Direct3D12

  • OpenGL and Direct3D11 backends

  • Alpha release is only available on Windows platform
  • Direct3D11 backend is very thoroughly optimized and has very low overhead compared to native D3D11 implementation
  • Direct3D12 implementation is preliminary and not yet optimized

v1.0.0

Initial release