* Added more settings for backlog
Added things like disabling lua execution, setting log levels or completely disabling the backlog
* Update wiBackLog_BindLua.cpp
I wasn't sure if adding an unblock binding for lua execution made sense, but since it should only block lua execution in the backlog and lua scripts probably use the exact same bindings I added it in so you can unblock lua execution with lua scripts.
* Changed function overload to default parameter
* bloom and eye adaption updates:
-eye adaption is now histogram-based
-bloom affected by expose and eye adaption
-bloom is no longer in post process chain, it's applied in tonemap shader instead
-path tracing bloom enabled
* mipgen refactors: resource bindings to push constants
* Vulkan: Cleanup core 1.2 feature checks.
* Vulkan: Improve SwapChain creation logic and handle capabilities in better way.
* Vulkan: VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME depends on VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME (which is Core 1.2)
* VK_KHR_get_physical_device_properties2 is core in 1.1 and no need to enable on instance extension.
* Vulkan: FIX checks with core 1.2 features.
* 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)