(updated 2026.04.20)
HIGHLIGHTS:
- Core: added
ETC2andASTCtexture formats (for mobile devices) - Core: improved
DeviceDesc - Helper: added optional
residencyPriorityfor all allocations created by a single call ofAllocateAndBindMemory - improvements and bug fixes
BREAKING CHANGES:
ENABLE_D3D12_DRAW_PARAMETERS_EMULATIONrenamed toENABLE_DRAW_PARAMETERS_EMULATION(no changes in meaning and usage)DeviceDesc:meshControlrenamed totask(leftover)DeviceDesc:meshEvaluationrenamed tomesh(leftover)DeviceDesc:workGroupMaxNumrenamed todispatchMaxDimDeviceDesc:other.micromapSubdivisionMaxLevel" moved intoaccelerationStructure` limits
DETAILS:
- Core:
DeviceDescimprovements:- added missing limits for
taskandmeshshader stages - added
accelerationStructurelimits - added
drawParametersanddrawParametersEmulationtoshaderFeatures - added all-or-nothing
features.textureCompression[BC/ETC2/ASTC](this is optional,GetFormatSupportcan be used as usual to check support for a specific format) - added
shaderBytecode[DXBC/DXIL/SPIRV]tofeaturessince 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...)
- added missing limits for
- Core: fixed
FormatPropsforR32formats - Helper: added optional
residencyPriorityfor all allocations created by a single call ofAllocateAndBindMemory - D3D12: hooked up
TryCreateAPI from latest Agility SDK - D3D12: fixed illegal
SetResidencyPriorityusage on placed resources - merged #217
- fixed #218
- fixed #219
- updated deps (Agility SDK, Vulkan Headers, VMA, D3D12MA and other)
- updated docs