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@dzhdanNV dzhdanNV released this 20 Apr 05:47
· 47 commits to main since this release

(updated 2026.04.20)

HIGHLIGHTS:

  • Core: added ETC2 and ASTC texture formats (for mobile devices)
  • Core: improved DeviceDesc
  • Helper: added optional residencyPriority for all allocations created by a single call of AllocateAndBindMemory
  • improvements and bug fixes

BREAKING CHANGES:

  • ENABLE_D3D12_DRAW_PARAMETERS_EMULATION renamed to ENABLE_DRAW_PARAMETERS_EMULATION (no changes in meaning and usage)
  • DeviceDesc: meshControl renamed to task (leftover)
  • DeviceDesc: meshEvaluation renamed to mesh (leftover)
  • DeviceDesc: workGroupMaxNum renamed to dispatchMaxDim
  • DeviceDesc: other.micromapSubdivisionMaxLevel" moved into accelerationStructure` limits

DETAILS:

  • Core: DeviceDesc improvements:
    • added missing limits for task and mesh shader stages
    • added accelerationStructure limits
    • added drawParameters and drawParametersEmulation to shaderFeatures
    • added all-or-nothing features.textureCompression[BC/ETC2/ASTC] (this is optional, GetFormatSupport can be used as usual to check support for a specific format)
    • added shaderBytecode[DXBC/DXIL/SPIRV] to features since D3D12 supports both DXIL and DXBC (and MS says that SPIRV is coming), also WebGPU supports both SPIRV and WGSL (it looks like there WebGPU back end in the works...)
  • Core: fixed FormatProps for R32 formats
  • Helper: added optional residencyPriority for all allocations created by a single call of AllocateAndBindMemory
  • D3D12: hooked up TryCreate API from latest Agility SDK
  • D3D12: fixed illegal SetResidencyPriority usage on placed resources
  • merged #217
  • fixed #218
  • fixed #219
  • updated deps (Agility SDK, Vulkan Headers, VMA, D3D12MA and other)
  • updated docs