Diligent Graphics > Diligent Engine > Release v.2.3.b is out with Vulkan support on Linux and other improvements
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 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
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- Added
UseCombinedTextureSamplers and
CombinedSamplerSuffix members to
ShaderCreationAttribs structure.
- Implemented separate texture samplers:
- Using glslang to compile HLSL to SPIRV in Vulkan backend instead of relying on HLSL->GLSL converter
- Bug fixes
Previous release history
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:
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
v2.2.a
- Enabled Win32 build targeting Windows 8.1 SDK
- Enabled build customization through custom build config file
- Implemented PSO compatibility
- Fixed the following issues:
- Messy #include structure?
- Move GetEngineFactoryXXXType and LoadGraphicsEngineXXX to Diligent namespace
- Customizable build scripts
- Win32FileSystem related functions should use wchar_t (UTF-16)
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
- Core
- Interoperability with native API
- Accessing internal objects and handles
- Createing 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