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 large virtual resources only partially baked by the physical memory. Spare resources are very useful for handling large scenes such as open environments, terrain, in mega texturing techniques, etc.
  • Emscripten platform support allows applications built with Diligent Engine to run in web browsers.
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API Changes

  • Added subsampled render targets for VRS (API Version 250011)
  • Added sparse resources (API Version 250010)
  • Updated API to use 64bit offsets for GPU memory (API Version 250009)
  • Reworked draw indirect command attributes (moved buffers into the attribs structs), removed DrawMeshIndirectCount (API Version 250008)
  • Enabled indirect multidraw commands (API Version 250007)
  • Enabled variable rate shading (API Version 250006)
  • Added TransferQueueTimestampQueries feature (API Version 250005)
  • Added RESOURCE_STATE_COMMON state; added STATE_TRANSITION_FLAGS enum and replaced
    StateTransitionDesc::UpdateResourceState with STATE_TRANSITION_FLAGS Flags (API Version 250004)
  • Added ComputeShaderProperties struct (API Version 250003)
  • Added IShaderResourceBinding::CheckResources method and SHADER_RESOURCE_VARIABLE_TYPE_FLAGS enum (API Version 250002)
  • Removed IShaderResourceVariable::IsBound with IShaderResourceVariable::Get (API Version 250001)

Samples and tutorials

New Tutorial23 – Command Queues demonstrates how to use multiple command queues to perform rendering in parallel with copy and compute operations.

Another new Tutorial24 – Variable rate shading demonstrates how to use variable rate shading to reduce the pixel shading load.

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