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

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Screenshot Powerplant-Shadows

Screenshot Animation_Large

  • Removed AntTweakBar sample

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
  • Added DRAW_FLAG_VERIFY_DRAW_ATTRIBS, DRAW_FLAG_VERIFY_RENDER_TARGETS, and DRAW_FLAG_VERIFY_ALL flags
    Added TEXTURE_VIEW_FLAGS  enum and Flags  member to TextureViewDesc structure
  • Added IShaderResourceVariable::IsBound() method
  • Added Diligent-  prefix to project names to avoid name conflicts.
  • Added IDeviceContextD3D12::GetD3D12CommandList method
  • Added IDeviceContext::WaitForFence() method
  • Added IDeviceContext::WaitForIdle() method
  • Added IRenderDevice::IdleGPU() method
  • Added EngineD3D12CreateInfo::EnableDebugLayer  member
  • Added EngineD3D12CreateInfo::BreakOnError  and EngineD3D12CreateInfo::BreakOnCorruption members

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