* GPUBufferDesc.ByteWidth is uint64_t, we don't support D3D11 anymore.
AllocateGPU, UpdateBuffer uses uint64_t.
Rename SubresourceData members with better name.
PipelineStateDesc support custom patch control points, default to 3.
* CreateBuffer accepts const void* instead of const SubresourceData.
Cleanup and improve documentation about buffer creations.
* Rename StructureByteStride to Stride.
* GPUBufferDesc rename ByteWidth to Size.
* CreateBuffer: Under D3D12 - USAGE_READBACK use D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE flag and honor BIND_SHADER_RESOURCE.
version 0.57.0:
- DX11 removed, DX12 is default now on Windows
- graphics interfaces improved:
- Bindless descriptor support is now assumed
- GPU Buffers with USAGE_UPLOAD and USAGE_READBACK will be persistently mapped after creation
- Removed Map/Unmap
- added BindDynamicConstantBuffer helper function
- improved AllocateGPU helper function
- GPU Queries resolving can be done directly into GPUBuffer
- UpdateBuffer now doesn't synchronize internally, this allows batching updates
- removed support for bindless constant buffers (uniform buffers)
- BindConstantBuffer will accept offset
- RESOURCE_STATES refactor, they can be combined now in the barriers
- many other refactors
- gbuffer normals removed, implemented visibility buffer
- bindless decals, bindless lightmaps, bindless hair particles, bindless software path tracing
- hair particles path tracing support
- path tracing eye adaption supported
- Surfel GI (experimental)
* dx12 async compute
* compute queue can't do PIXEL_SHADER_RESOURCE barrier, so adding new resource states for SHADER_RESOURCE_COMPUTE
* rtshadow layout fix
* acceleration structure build moved earlier into the frame, and synced implicitly
* vulkan async compute
* temp button to switch between async on/off
* documentation update
* vulkan async compute on separate queue family
* vulkan: enable concurrent sharing mode for resources if queue families differ
* version bump, revert async compute debug button