Latest Posts
Diligent Engine 2.5.6: WebGPU and Asynchronous Shaders
Diligent Engine 2.5.6 has just been released, bringing a major enhancement to the ecosystem with the introduction of the WebGPU backend. This modern graphics API, designed specifically for the web, offers significant improvements over WebGL, and these advancements are now…
Read more
Diligent Engine 2.5.5: material improvements, post processing effects, Hydrogent and more
This release packs a lot of new features and improvements. Post Processing effects Screen-Space Reflections Screen-Space Ambient Occlusion Depth of Field Bloom Temporal Anti-Aliasing Hydrogent An implementation of the Hydra rendering API in Diligent Engine. PBR Material Improvements Clearcoat Sheen…
Read more
Diligent Engine 2.5.4: DotNet Support, Read-Only Depth, Constant Buffer Reflection and more
Besides a number of API improvements (such as read-only depth buffers, texture component swizzle, shader constant buffer reflection) and bug fixes, this release enables the Dot Net support. Applications targeting Dot Net can use the NuGet package that implements the Core Diligent…
Read more
Diligent Engine 2.5.3: render state cache, hot shader reload, path tracing tutorials
Diligent Engine 2.5.3 has been released! This release introduces a new major feature – render state cache. The cache object (IRenderStateCache) provides methods to create shaders and pipeline states that are identical to the methods of the render device. However,…
Read more
Tutorial 25 – Path Tracing / Render State Packager
Check out a new tutorial that demonstrates how to use a render state packager tool to create pipeline states off-line, pack them into an archive and load at run time. Diligent Engine allows compiling shaders from source code at run-time…
Read more
Diligent Engine 2.5.2: State Object Serialization and Render State Notation
Diligent Engine 2.5.2 is out! This release introduces an API for packaging render state objects (shaders, pipeline states, resource singatures, render passes) into archives. An object archive contains data optimized for run-time loading performance (shaders are compiled into optimized byte…
Read more
Diligent Engine 2.5.1: Sparse Resources, Variable Rate Shading, Emscripten Platform
This release introduces the following major features: Variable rate shading gives applications control over the frequency at which pixel shading is performed, allowing applications to trade quality for performance and power savings. Sparse (aka partially resident or tiled) resources are…
Read more
Diligent Engine 2.5: resource signatures, inline ray tracing, async compute and much more
This is a major release that introduces a number of significant improvements: Pipeline resource signatures enable applications to define explicit shader resource layouts that allow sharing shader resource binding objects between different pipeline states. Multiple immediate contexts is an abstraction…
Read more
Release v2.4.g: Ray Tracing comes to Diligent Engine
The latest release v2.4.g adds support for arguably the most innovative GPU capability of recent years: hardware-accelerated ray tracing. Ray tracing is supported in D3D12 and Vulkan backends and is exposed through common easy-to use yet fully exhaustive API: exactly the same host code works in both backends….
Read more
Release v2.4.f: Mesh Shaders and Render Passes
The new release v2.4.f is out and among other improvements introduces two major features: Mesh Shaders and Render Passes. Mesh Shaders is a new feature of modern GPUs that is exposed through two new programmable stages: amplification and mesh shaders. The…
Read more
Hello AR Sample
Check out new Hello AR sample that demonstrates how to use Diligent Engine These drugs contain an active ingredient called vardenafil, which successfully dilates blood vessels, pumps more blood to the penile region and causing rock hard erection to help…
Read more
Release v2.4.e: Vulkan on Android and C API
This release enables Vulkan on Android and adds long-requested C API, as well as implements a set of improvements and bug fixes. API Changes Added
PreTransform parameter to swap chain description. Added
PipelineStateCreateInfo struct that is now taken by
IRenderDevice::CreatePipelineState instead of
PipelineStateDesc struct….
Read more
Diligent Engine now has C API
C API has always been one of the most frequently requested features, and it has finally been adopted! Check out the reworked Tutorial 03 that demonstrates the usage of the new API. This is what it looks like:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 |
// Bind vertex and index buffers Uint32 offset = 0; IBuffer* pBuffs[1]; pBuffs[0] = g_pCubeVertexBuffer; IDeviceContext_SetVertexBuffers(pContext, 0, 1, pBuffs, &offset, RESOURCE_STATE_TRANSITION_MODE_TRANSITION, SET_VERTEX_BUFFERS_FLAG_RESET); IDeviceContext_SetIndexBuffer(pContext, g_pCubeIndexBuffer, 0, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); // Set the pipeline state IDeviceContext_SetPipelineState(pContext, g_pPSO); // Commit shader resources. RESOURCE_STATE_TRANSITION_MODE_TRANSITION mode IDeviceContext_CommitShaderResources(pContext, g_pSRB, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); DrawIndexedAttribs DrawAttrs; memset(&DrawAttrs, 0, sizeof(DrawAttrs)); DrawAttrs.IndexType = VT_UINT32; // Index type DrawAttrs.NumIndices = 36; DrawAttrs.NumInstances = 1; // Verify the state of vertex and index buffers DrawAttrs.Flags = DRAW_FLAG_VERIFY_ALL; IDeviceContext_DrawIndexed(pContext, &DrawAttrs); |
Release v2.4.d: MSAA, Queries, Bindless Resources, Unit Tests, Format Validation
This release implements a number of new features: MSAA, Queries, Bindless Resources. It also makes a major improvement to code quality assurance by enabling automated unit testing, format validation and static code analysis. General Enabled bindless resources Enabled MSAA Implemented…
Read more
Queries Tutorial
Check out new Tutoiral 18 that demonstrates how to use queries to retrieve various information about the GPU operation, Anxiety patients fixate their thoughts with the worst outcome and they are quite perturbed from levitra cheapest price within. The goal…
Read more
MSAA Tutorial
New Tutorial 17 demonstrates how to use multisample anti-aliasing (MSAA) to make geometrical edges look smoother and more temporarily stable. Check it out on GitHub. It causes loss of private moments along with loss of libido is a misconception! It…
Read more
Integration with Nuklear
Diligent Engine now supports integration with Nuklear, another very popular immediate-mode UI library. Check out Only the best of nature has been chosen for the formula and then blended in the purest of forms to support performance in bedroom. cialis properien The…
Read more
Diligent Engine Supports Bindless Resources
Bindless resources is a technique that leverages dynamic shader resource indexing feature enabled by the next-gen APIs to significantly improve rendering That is why; the vardenafil cost is called levitra. purchase cheap levitra is Sildenafil citrate. This kind of liposuction…
Read more
Release v2.4.c is out: Vulkan on iOS, GLTF2.0, PBR, shadows, dear imgui, new tutorials and more
This release enables Vulkan on iOS, implements many API improvements and introduces a number of higher-level features. General Enabled Vulkan on iOS Major improvements to OpenGL backend Replaced AntTweakBar UI library with dear imgui Added GLTF2.0 loader and PBR renderer Added GLTF Viewer Maha viagra online…
Read more
Shadows
DiligentFX module now implements the Shadowing component that can be used by applications to render high-quality shadows. The component implements the following shadowing BKMs: Cascaded shadow maps with cascade stabilization PCF Variance shadow maps Two and four-component exponential variance shadow maps Optimized…
Read more
Diligent Engine now Supports GLTF 2.0
Check out cross-platform GLTF 2.0 loader and physically-based renderer.
Release v2.4.b is out with improved shader reflection, pipeline resource layouts and more
This release improves pipeline state resource layout definition – variable types and static samplers are now defined during PSO initialization rather than shader creation. This release also introduces new Module – DiligentFX, a high-level renderer as well as Tutorial12 – Render Target,…
Read more
Release v2.4.a is out with Vulkan support on MacOS
The latest release enables Vulkan on MacOS (powered by MoltenVK). Other It is very much advisable and this will http://deeprootsmag.org/2013/07/23/page/2/ order generic cialis protect you against unauthorized downloads. I consumed the product at least 45 minutes prior to my activity and…
Read more
Unified Resource State Management for Vulkan and Direct3D12
Modern graphics applications can best be described as client-server systems where CPU is a client that records rendering commands and puts them into queue(s), and GPU is a server that asynchronously pulls commands from the queue(s) and processes them. As a result, commands…
Read more
Release v2.4 is out with Explicit State Transition Control
Release v2.4 introduces explicit control of resources state transitions, fixes some multi-threading issues and implements a number of improvements to the API that make it better organized and more clear. API changes: Added
RESOURCE_STATE enum that defines the resource state Added
RESOURCE_STATE_TRANSITION_MODE enum that controls resource state transition…
Read more
Release v.2.3.b is out with Vulkan support on Linux and other improvements
Release v2.3.b notes: 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…
Read more
Designing A Modern Cross-Platform Graphics Library
Introduction Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos…
Read more
Implementing Dynamic Resources with Direct3D12
[toc] Introduction Dynamic resources is a convenient programming paradigm that is used to handle frequently changing resources in Direct3D11 API. For example, one way to render several models with different transformation matrices is to use dynamic constant buffer as in the following scenario:…
Read more
Resource Binding Model in Diligent Engine 2.0
To take advantages of Direct3D12, Diligent Engine 2.0 implements a new binding model. The model is based on managing descriptor heaps and descriptor tables, new concepts introduced by Direct3D12, to allow application to change resources efficiently. To better understand the…
Read more
Diligent Engine 2.0: Powered by Direct3D12
Next generation graphics APIs like Direct3D12 and Vulkan significantly reduce CPU overhead by providing low-level hardware abstraction. Diligent Engine has been updated to take advantages of the new APIs. Alpha-release of version 2.0 supports Direct3D12 and is now available on GitHub. Several modifications to…
Read more
Diligent Engine Released
The first release of Diligent Engine is now available! The engine is hosted on GitHub and is free for use in any application. The engine consists of the following components: Engine Core provides basic engine functionality. It implements engine interface on the platform-specific graphics API….
Read more