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Removed some old left-over code that was copied into the TinySTL code base. Now the whole codebase is more consistent with TinySTL
Fixed some visual differences between APIs in the PBR example
Separated the app interface load / init and unload / exit functions better in the whole code base
Root signatures can be build for several sets of shaders while pipelines only have one shader set. This way you can use root signatures in several draw calls that will require similar settings except the shaders. We now reduced the number of root signatures in the Visibility Buffer to make that more obvious
Move the shader cache directory to avoid any conflict
PC
Made buffer / texture naming for PIX debugging more explicit
Changed the pipeline creation code to only require a few properties of the render target and not the whole render target
Vulkan: remove unnecessary lock in renderpass lookup
iOS
Explicitly set the mCompleted value of a fence to false when submitting
Created the presentation command buffer from the main rendering queue to avoid the nil drawable issue on iOS
Removed unused CAMetalLayer
Removed util_bind_root_constant in favor of the setBytes function for rootConstant binding
Removed a bug in our fencing logic which was forcing to wait on all fences (ignoring their status)
XBOX One: numerous changes and performance optimizations please check the log file of the internal repository