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 over multiple command queues that enables e.g. async compute and parallel rendering.
  • Improved graphics adapter discovery provides more information about the available devices on the system.
  • Inline ray-tracing is a powerful extension to ray tracing that allows casting rays from regular shaders (pixel, compute, etc.).
  • Ray tracing on Metal is now also supported by Diligent Engine.
  • Debug groups improve debugging and profiling experience.
  • Wave operations enable sharing data between threads in one shader thread group.
  • Tile shaders is a special type of shader currently only available on Metal that is similar to compute shader, but processes on-chip tile memory.
  • Memoryless framebuffer attachments enable memory savings on mobile platforms.
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With this release we expect the API to become much more stable and few breaking changes moving forward.

A new Tutorial 22 – Hybrid Rendering demonstrates how to implement a simple hybrid renderer that combines rasterization with ray tracing. The tutorial runs on DirectX12, Vulkan and Metal.

Release notes

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