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Current progress

  • 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)

v2.5

  • Removed RayTracing2 device feature and added RAY_TRACING_CAP_FLAGS enum (API Version 240099)
  • Added tile shaders (API Version 240098)
    • Added PIPELINE_TYPE_TILE and SHADER_TYPE_TILE enum values
    • Added TileShaders device feature
    • Added TilePipelineDesc, TilePipelineStateCreateInfo and DispatchTileAttribs structs
    • Added IRenderDevice::CreateTilePipelineState, IPipelineState::GetTilePipelineDesc, IDeviceContext::DispatchTile and IDeviceContext::GetTileSize methods
  • Removed GetNextFenceValue, GetCompletedFenceValue, and IsFenceSignaled methods from IRenderDeviceD3D12 and IRenderDeviceVk interfaces as they are now in ICommandQueue interface (API Version 240097)
  • Added ICommandQueue interface, IDeviceContext::LockCommandQueue and IDeviceContext::UnlockCommandQueue methods, removed fence query methods from IRenderDeviceVk, IRenderDeviceD3D12, and IRenderDeviceMtl (API Version 240096)
  • Added multiple immediate device contexts and refactored adapter queries (API Version 240095)
    • CommandQueueMask member of TextureDesc, BufferDesc, PipelineStateDesc, TopLevelASDesc, and BottomLevelASDesc, was renamed to ImmediateContextMask
    • Added pContext member to TextureData and BufferData structs to indicate which context to use for initialization.
    • Removed GetDeviceCaps and GetDeviceProperties IDeviceContext methods and added GetDeviceInfo and GetAdapterInfo methods; added RenderDeviceInfo struct.
    • Renamed SamplerCaps to SamplerProperties, TextureCapstoTextureProperties; added BufferProperties, RayTracingProperties, and MeshShaderProperties` structs
    • Removed DeviceLimits struct
    • Removed DeviceCaps struct and moved its members to GraphicsAdapterInfo and RenderDeviceInfo structs
    • Added NativeFence to DeviceFeatures
    • Added CommandQueueInfo struct
    • Added COMMAND_QUEUE_TYPE and QUEUE_PRIORITY enums
    • Renamed ShaderVersion struct to Version
    • Reworked GraphicsAdapterInfo struct
    • Added ImmediateContextCreateInfo struct and pImmediateContextInfo, NumImmediateContexts members to EngineCreateInfo struct
    • Added AdapterId and GraphicsAPIVersion members to EngineCreateInfo struct
    • Removed DIRECT3D_FEATURE_LEVEL enum
    • Added FENCE_TYPE enum
    • Renamed IFence::Reset to IFence::Signal; added IFence::Wait method
    • Added IEngineFactory::EnumerateAdapters method
    • Added DeviceContextDesc struct and IDeviceContext::GetDesc method
    • Added IDeviceContext::Begin method, renamed IDeviceContext::SignalFence to IDeviceContext::EnqueueSignal
  • Added debug annotations IDeviceContext::BeginDebugGroup, IDeviceContext::EndDebugGroup, IDeviceContext::InsertDebugLabel (API Version 240095)
  • Added DefaultVariableMergeStages member to PipelineResourceLayoutDesc struct (API240094)
  • Added IShaderResourceVariable::SetBufferRange and IShaderResourceVariable::SetBufferOffset methods, added DeviceLimits struct (API240093)
  • Updated API to allow explicitly flushing/invlidating mapped buffer memory range : added MEMORY_PROPERTIES enum, IBuffer::GetMemoryProperties(), IBuffer::FlushMappedRange(), and IBuffer::InvalidateMappedRange() methods (API240092)
  • Added IDeviceContext::SetUserData() and IDeviceContext::GetUserData() methods (API240091)
  • Added SHADER_VARIABLE_FLAGS enum and SHADER_VARIABLE_FLAGS Flags member to ShaderResourceVariableDesc struct (API240090)
  • Reworked validation options (API240089)
    • Added VALIDATION_FLAGS and D3D12_VALIDATION_FLAGS enums; renamed D3D11_DEBUG_FLAGS to D3D11_VALIDATION_FLAGS
    • Added VALIDATION_FLAGS ValidationFlags and bool EnableValidation to EngineCreateInfo
    • Added D3D12_VALIDATION_FLAGS D3D12ValidationFlags to EngineD3D12CreateInfo; removed EnableDebugLayer, EnableGPUBasedValidation, BreakOnError, BreakOnCorruption
    • Added VALIDATION_LEVEL enum and SetValidationLevel() create info structs' helper functions
    • Removed EngineGLCreateInfo::CreateDebugContext member (it is replaced with EnableValidation)
  • Added MtlThreadGroupSizeX, MtlThreadGroupSizeY, and MtlThreadGroupSizeZ members to DispatchComputeAttribs and DispatchComputeIndirectAttribs structs (API Version 240088)
  • Added InstanceDataStepRate device feature (API Version 240087)
  • Added WaveOp device feature (API Version 240086)
  • Added UpdateSBT command (API Version 240085)
  • Removed EngineD3D12CreateInfo::NumCommandsToFlushCmdList and EngineVkCreateInfo::NumCommandsToFlushCmdBuffer as flushing the context based on the number of commands is unreasonable (API Version 240084)
  • Added pipeline resource signatures, enabled inline ray tracing, added indirect draw mesh command (API Version 240083)
  • Replaced IDeviceContext::ExecuteCommandList() with IDeviceContext::ExecuteCommandLists() method that takes an array of command lists instead of one (API Version 240082)
  • Added IDeviceObject::SetUserData() and IDeviceObject::GetUserData() methods (API Version 240081)

v2.4.g

  • Enabled ray tracing (API Version 240080)

  • Added IDeviceContext::GetFrameNumber method (API Version 240079)

  • Added ShaderResourceQueries device feature and EngineGLCreateInfo::ForceNonSeparablePrograms parameter (API Version 240078)

  • Renamed USAGE_STATIC to USAGE_IMMUTABLE (API Version 240077)

  • Renamed static samplers into immutable samplers (API Version 240076)

    • Renamed StaticSamplerDesc -> ImmutableSamplerDesc
    • Renamed PipelineResourceLayoutDesc::NumStaticSamplers -> PipelineResourceLayoutDesc::NumImmutableSamplers
    • Renamed PipelineResourceLayoutDesc::StaticSamplers -> PipelineResourceLayoutDesc::ImmutableSamplers
  • Refactored pipeline state creation (API Version 240075)

    • Replaced PipelineStateCreateInfo with GraphicsPipelineStateCreateInfo and ComputePipelineStateCreateInfo
    • Replaced IRenderDevice::CreatePipelineState with IRenderDevice::CreateGraphicsPipelineState and IRenderDevice::CreateComputePipelineState
    • pVS, pGS, pHS, pDS, pPS, pAS, pMS were moved from GraphicsPipelineDesc to GraphicsPipelineStateCreateInfo
    • GraphicsPipelineDesc GraphicsPipeline was moved from PipelineStateDesc to GraphicsPipelineStateCreateInfo
    • pCS is now a member of ComputePipelineStateCreateInfo, ComputePipelineDesc was removed
    • Added IPipelineState::GetGraphicsPipelineDesc method

    Old API for graphics pipeline initialization:

    PipelineStateCreateInfo PSOCreateInfo;
    PipelineStateDesc&      PSODesc = PSOCreateInfo.PSODesc;
    
    PSODesc.GraphicsPipeline.pVS = pVS;
    PSODesc.GraphicsPipeline.pPS = pVS;
    // ...
    Device->CreatePipelineState(PSOCreateInfo, &pPSO);

    New API for graphics pipeline initialization:

    GraphicsPipelineStateCreateInfo PSOCreateInfo;
    // ...
    PSOCreateInfo.pVS = pVS;
    PSOCreateInfo.pPS = pVS;
    Device->CreateGraphicsPipelineState(PSOCreateInfo, &pPSO);

    Old API for compute pipeline initialization:

    PipelineStateCreateInfo PSOCreateInfo;
    PipelineStateDesc&      PSODesc = PSOCreateInfo.PSODesc;
    
    PSODesc.ComputePipeline.pCS = pCS;
    // ...
    Device->CreatePipelineState(PSOCreateInfo, &pPSO);

    New API for compute pipeline initialization:

    ComputePipelineStateCreateInfo PSOCreateInfo;
    
    PSOCreateInfo.pCS = pCS;
    Device->CreateComputePipelineState(PSOCreateInfo, &pPSO);
  • Added ShaderInt8, ResourceBuffer8BitAccess, and UniformBuffer8BitAccess device features. (API Version 240074)

  • Added ShaderFloat16, ResourceBuffer16BitAccess, UniformBuffer16BitAccess, and ShaderInputOutput16 device features. (API Version 240073)

v2.4.f

API Changes

  • Added UnifiedMemoryCPUAccess member to GraphicsAdapterInfo struct (API Version 240072)
    • An application should check allowed unified memory access types before creating unified buffers
  • Added GPU vendor and memory size detection (API Version 240071)
    • Added ADAPTER_VENDOR enum
    • Added GraphicsAdapterInfo struct
    • Added GraphicsAdapterInfo AdapterInfo member to DeviceCaps struct
    • Removed ADAPTER_TYPE AdaterType from DeviceCaps struct
  • Reworked texture format properties (API Version 240070)
    • Added RESOURCE_DIMENSION_SUPPORT enum
    • Reworked TextureFormatInfoExt struct
  • Added option to disable/enable device features during initialization (API Version 240069)
    • Added DEVICE_FEATURE_STATE enum
    • Changed the types of members of DeviceFeatures struct from bool to DEVICE_FEATURE_STATE
    • Added DeviceFeatures Features member to EngineCreateInfo struct
  • Enabled mesh shaders (API Version 240068)
    • Added PIPELINE_TYPE enum
    • Replaced IsComputePipline member of PipelineStateDesc struct with PIPELINE_TYPE PipelineType
    • Added new mesh shader types
    • Added mesh shader draw commands
  • Added QUERY_TYPE_DURATION query type (API Version 240067)
  • Added USAGE_UNIFIED usage type (API Version 240066)
  • Added render passes (API Version 240065)
  • Added CREATE_SHADER_SOURCE_INPUT_STREAM_FLAGS enum and IShaderSourceInputStreamFactory::CreateInputStream2 method (API Version 240064)
  • Added ISwapChain::SetMaximumFrameLatency function (API Version 240061)
  • Added EngineGLCreateInfo::CreateDebugContext member (API Version 240060)
  • Added SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM value (API Version 240059).
  • Added GLBindTarget parameter to IRenderDeviceGL::CreateTextureFromGLHandle method (API Version 240058).

v2.4.e

General

  • Enabled Vulkan on Android
  • Added C Interface (API Version 240052)

API Changes

  • Added PreTransform parameter to swap chain description (API Version 240057).

  • Added PipelineStateCreateInfo struct that is now taken by IRenderDevice::CreatePipelineState instead of PipelineStateDesc struct. Added PSO_CREATE_FLAGS enum (API Version 240056).

    Old API:

    PipelineStateDesc PSODesc;
    // ...
    pRenderDevice->CreatePipelineState(PSODesc, &pPSO);

    New API:

    PipelineStateCreateInfo PSOCreateInfo;
    PipelineStateDesc&      PSODesc = PSOCreateInfo.PSODesc;
    // ...
    pRenderDevice->CreatePipelineState(PSOCreateInfo, &pPSO);
  • Added PRIMITIVE_TOPOLOGY_LINE_STRIP topology (API Version 240055)

  • Updated swap chain creation functions to use NativeWindow (API Version 240054)

  • Added NativeWindow wrapper and replaced pNativeWndHandle and pDisplay members with it in EngineGLCreateInfo (API Version 240053)

v2.4.d

General

  • Implemented automated unit testing and format validation

API Changes

  • Added Queries (API Version 240051)
  • Added AdapterType member to DeviceCaps struct (API Version 240048)
  • Added IDeviceContextGL::SetSwapChain and IRenderDeviceGL::CreateDummyTexture methods (API Version 240047)
  • Removed IDeviceContext::SetSwapChain method (API Version 240046)
  • Renamed MAP_FLAG_DO_NOT_SYNCHRONIZE flag to MAP_FLAG_NO_OVERWRITE (API Version 240045)
  • Added GetVkInstance and GetVkPhysicalDevice methods to IRenderDeviceVk interface (API Version 240044)
  • Added HLSLSemantic member to LayoutElement struct (API Version 240042)
  • Added ResolveTextureSubresource device context command, removed SamplesCount member of the SwapChainDesc (API Version 240041)
  • Added APIVersion member to EngineCreateInfo struct (API Version 240040)
  • Added IDeviceObject::GetUniqueID method (API Version 240039)
  • Added IDeviceContextD3D12::LockCommandQueue, IDeviceContextD3D12::UnlockCommandQueue, IDeviceContextVk::LockCommandQueue, and IDeviceContextVk::UnlockCommandQueue methods (API Version 240038)
  • Added EnableGPUBasedValidation member to EngineD3D12CreateInfo struct (API Version 240037)
  • Added DRAW_FLAG_RESOURCE_BUFFERS_INTACT flag (API Version 240036)
  • Added HLSLVersion, GLSLVersion and GLESSLVersion to ShaderCreateInfo struct (API Version 240035)
  • Renamed EngineD3D11DebugFlags to D3D11_DEBUG_FLAGS (API Version 240034)
  • Split up Draw command into Draw, DrawIndexed, DrawIndirect and DrawIndexedIndirect. Split up DispatchCompute command into DispatchCompute and DispatchComputeInidrect (API Version 240033).
  • Enabled bindless resources
  • Removed SHADER_PROFILE enum (API Version 240032)
  • Added DIRECT3D_FEATURE_LEVEL and DIRECT3D_FEATURE_LEVEL MinimumFeatureLevel member to EngineD3D11CreateInfo and EngineD3D12CreateInfo structs (API Version 240032)
  • Updated IEngineFactoryD3D11::EnumerateHardwareAdapters, IEngineFactoryD3D11::EnumerateDisplayModes, IEngineFactoryD3D12::EnumerateHardwareAdapters, IEngineFactoryD3D12::EnumerateDisplayModes to take minimum feature level. (API Version 240032)
  • Added bBindlessSupported member to DeviceCaps struct. (API Version 240032)

v2.4.c

  • Enabled Vulkan on iOS

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 (API Version 240021)
  • Added DRAW_FLAG_VERIFY_DRAW_ATTRIBS, DRAW_FLAG_VERIFY_RENDER_TARGETS, and DRAW_FLAG_VERIFY_ALL flags (API Version 240022)
  • TEXTURE_VIEW_FLAGS enum and Flags member to TextureViewDesc structure (API Version 240023)
  • Added IShaderResourceVariable::IsBound() method (API Version 240024)
  • Added Diligent- prefix to project names to avoid name conflicts.
  • Added IDeviceContextD3D12::GetD3D12CommandList method
  • Added IDeviceContext::WaitForFence() method (API Version 240027)
  • Added IDeviceContext::WaitForIdle() method (API Version 240028)
  • Added IRenderDevice::IdleGPU() method (API Version 240029)
  • Added EngineD3D12CreateInfo::EnableDebugLayer member (API Version 240030)
  • Added EngineD3D12CreateInfo::BreakOnError and EngineD3D12CreateInfo::BreakOnCorruption members (API Version 240031)

v2.4.b

  • Added cmake options to disable specific back-ends and glslang
  • Improved engine support of GLES3.0 devices

API changes

  • Updated IRenderDevice::CreateTexture() and IRenderDevice::CreateBuffer() to take pointer to initialization data rather than references.
  • Added LayoutElement::AutoOffset and LayoutElement::AutoOffset values to use instead of 0 when automatically computing input layout elements offset and strides.
  • Renamed factory interfaces and headers:
    • IRenderDeviceFactoryD3D11 -> IEngineFactoryD3D11, RenderDeviceFactoryD3D11.h -> EngineFactoryD3D11.h
    • IRenderDeviceFactoryD3D12 -> IEngineFactoryD3D12, RenderDeviceFactoryD3D12.h -> EngineFactoryD3D12.h
    • IRenderDeviceFactoryOpenGL -> IEngineFactoryOpenGL, RenderDeviceFactoryOpenGL.h -> EngineFactoryOpenGL.h
    • IRenderDeviceFactoryVk -> IEngineFactoryVk, RenderDeviceFactoryVk.h -> EngineFactoryVk.h
    • IRenderDeviceFactoryMtl -> IEngineFactoryMtl, RenderDeviceFactoryMtl.h -> EngineFactoryMtl.h
  • Renamed IShaderVariable -> IShaderResourceVariable
  • Renamed SHADER_VARIABLE_TYPE -> SHADER_RESOURCE_VARIABLE_TYPE
  • Renamed ShaderVariableDesc -> ShaderResourceVariableDesc
  • Added SHADER_RESOURCE_TYPE enum
  • Moved shader variable type and static sampler definition from shader creation to PSO creation stage:
    • Removed IShader::GetVariable, IShader::GetVariableCount, and IShader::BindResources methods
    • Added IPipelineState::BindStaticResources, IPipelineState::GetStaticVariableCount, and IPipelineState::GetStaticShaderVariable methods
    • Added PipelineResourceLayoutDesc structure and ResourceLayout member to PipelineStateDesc
  • Added ShaderResourceDesc structure
  • Added IShader::GetResourceCount and IShader::GetResource methods
  • Replaced IShaderVariable::GetArraySize and IShaderVariable::GetName methods with IShaderResourceVariable::GetResourceDesc method
  • Added HLSLShaderResourceDesc structure as well as IShaderResourceVariableD3D and IShaderResourceVariableD3D interfaces to query HLSL-specific shader resource description (shader register)

With the new API, shader initialization and pipeline state creation changed as shown below.

Old API:

RefCntAutoPtr<IShader> pVS;
{
    CreationAttribs.Desc.ShaderType = SHADER_TYPE_VERTEX;
    CreationAttribs.EntryPoint = "main";
    CreationAttribs.Desc.Name  = "Cube VS";
    CreationAttribs.FilePath   = "cube.vsh";
    pDevice->CreateShader(CreationAttribs, &pVS);
    pVS->GetShaderVariable("Constants")->Set(m_VSConstants);
}
RefCntAutoPtr<IShader> pPS;
{
    CreationAttribs.Desc.ShaderType = SHADER_TYPE_PIXEL;
    CreationAttribs.EntryPoint = "main";
    CreationAttribs.Desc.Name  = "Cube PS";
    CreationAttribs.FilePath   = "cube.psh";
    ShaderVariableDesc Vars[] = 
    {
        {"g_Texture", SHADER_VARIABLE_TYPE_MUTABLE}
    };
    CreationAttribs.Desc.VariableDesc = Vars;
    CreationAttribs.Desc.NumVariables = _countof(Vars);

    SamplerDesc SamLinearClampDesc( FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, 
                                    TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP);
    StaticSamplerDesc StaticSamplers[] = 
    {
        {"g_Texture", SamLinearClampDesc}
    };
    CreationAttribs.Desc.StaticSamplers = StaticSamplers;
    CreationAttribs.Desc.NumStaticSamplers = _countof(StaticSamplers);

    pDevice->CreateShader(CreationAttribs, &pPS);
}
// ...
pDevice->CreatePipelineState(PSODesc, &m_pPSO);

New API:

RefCntAutoPtr<IShader> pVS;
{
    ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
    ShaderCI.EntryPoint      = "main";
    ShaderCI.Desc.Name       = "Cube VS";
    ShaderCI.FilePath        = "cube.vsh";
    pDevice->CreateShader(ShaderCI, &pVS);
}
RefCntAutoPtr<IShader> pVS;
{
    ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
    ShaderCI.EntryPoint      = "main";
    ShaderCI.Desc.Name       = "Cube VS";
    ShaderCI.FilePath        = "cube.vsh";
    pDevice->CreateShader(ShaderCI, &pVS);
}
// ...
ShaderResourceVariableDesc Vars[] = 
{
    {SHADER_TYPE_PIXEL, "g_Texture", SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE}
};
PSODesc.ResourceLayout.Variables    = Vars;
PSODesc.ResourceLayout.NumVariables = _countof(Vars);

// Define static sampler for g_Texture. Static samplers should be used whenever possible
SamplerDesc SamLinearClampDesc( FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, 
                                TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP);
StaticSamplerDesc StaticSamplers[] = 
{
    {SHADER_TYPE_PIXEL, "g_Texture", SamLinearClampDesc}
};
PSODesc.ResourceLayout.StaticSamplers    = StaticSamplers;
PSODesc.ResourceLayout.NumStaticSamplers = _countof(StaticSamplers);

pDevice->CreatePipelineState(PSODesc, &m_pPSO);
m_pPSO->GetStaticShaderVariable(SHADER_TYPE_VERTEX, "Constants")->Set(m_VSConstants);

v2.4.a

  • Enabled MinGW build
  • Enabled Vulkan on MacOS
  • Added Metal backend stub
  • Implemented split barriers (DiligentGraphics#43)
    • Added STATE_TRANSITION_TYPE enum and STATE_TRANSITION_TYPE TransitionType member to StateTransitionDesc structure

v2.4

  • Implemented explicit resource state transitions
  • API Changes
    • Added RESOURCE_STATE enum that defines the resource state
    • Added RESOURCE_STATE_TRANSITION_MODE enum that controls resource state transition mode
    • Added DRAW_FLAGS enum that controls state validation performed by Draw command
    • Added Flags member to DrawAttribs structure (values from DRAW_FLAGS)
    • Added IndirectAttribsBufferStateTransitionMode member to DrawAttribs and DispatchComputeAttribs structures (values from RESOURCE_STATE_TRANSITION_MODE)
    • Added StateTransitionDesc structure that describes resource state transition barrier
    • Added IDeviceContext::TransitionResourceStates(Uint32 BarrierCount, StateTransitionDesc* pResourceBarriers) method
    • Added IBuffer::SetState(), IBuffer::GetState(), ITexture::SetState(), ITexture::GetState() methods
    • Added IShaderResourceBinding::InitializeStaticResources() to explicitly initialize static resources and avoid problems in multi-threaded environments
    • Added InitStaticResources parameter to IPipelineState::CreateShaderResourceBinding() method to allow immediate initialization of static resources in a SRB
    • Removed default SRB object
    • Renamed/moved IBuffer::UpdateData() to IDeviceContext::UpdateBuffer()
    • Renamed/moved IBuffer::CopyData() to IDeviceContext::CopyBuffer()
    • Renamed/moved IBuffer::Map() to IDeviceContext::MapBuffer()
    • Renamed/moved IBuffer::Unmap() to IDeviceContext::UnmapBuffer()
      • Removed MapFlags parameter
    • Renamed/moved ITexture::UpdateData() to IDeviceContext::UpdateTexture()
    • Renamed/moved ITexture::CopyData() to IDeviceContext::CopyTexture()
    • Renamed/moved ITexture::Map() to IDeviceContext::MapTextureSubresource()
    • Renamed/moved ITexture::Unmap() to IDeviceContext::UnmapTextureSubresource()
    • Moved ITextureView::GenerateMips() to IDeviceContext::GenerateMips()
    • Added state transition mode parameters to IDeviceContext::UpdateBuffer(), IDeviceContext::UpdateTexture(), IDeviceContext::CopyBuffer(), IDeviceContext::CopyTexture(), IDeviceContext::SetVertexBuffers(), IDeviceContext::SetIndexBuffers(), IDeviceContext::ClearRenderTargets(), and IDeviceContext::ClearDepthStencil() methods
    • Replaced COMMIT_SHADER_RESOURCES_FLAGS enum with RESOURCE_STATE_TRANSITION_MODE
    • Added ITextureD3D12::GetD3D12ResourceState(), IBufferD3D12::GetD3D12ResourceState(), IBufferVk::GetAccessFlags(), and ITextureVk::GetLayout() methods
    • Added CopyTextureAttribs structure that combines all parameters of IDeviceContext::CopyTexture() method

v2.3.b

  • 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
  • Using glslang to compile HLSL to SPIRV in Vulkan backend instead of relying on HLSL->GLSL converter

v2.3.a

  • API Changes:
    • Added IFence interface and IDeviceContext::SignalFence() method to enable CPU-GPU synchronization
    • Added GetType, GetArraySize, GetName, and GetIndex methods to IShaderVariable interface; Added GetVariableCount and GetShaderVariable(Uint32 Index) methods to IShader interface; Added GetVariableCount and GetVariable(SHADER_TYPE ShaderType, Uint32 Index) to IShaderResourceBinding interface.
    • 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

v2.3

  • 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()
  • Fixed issues with relative paths in headers
  • 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

v2.2.a

New Features

  • Implemented Vulkan backend
  • Implemented PSO compatibility: if two pipeline states share the same shader resource layout, they can use SRB objects interchangeably.
  • Added IPipelineState::IsCompatibleWith(const IPipelineState *pPSO) method that returns true if two pipeline states are compatible.
  • 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.

v2.2

  • Added MacOS and iOS support
  • Improved GLSL2HLSL converter to fix multiple issues on GLES

v2.1.b

  • Removed legacy Visual Studio solution and project files
  • Added API reference

v2.1.a

  • Refactored build system to use CMake
  • Added support for Linux platform

v2.1

New Features

Core

  • Interoperability with native API
    • Accessing internal objects and handles
    • Creating 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