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Document frame buffer improvements.
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crud89 committed Feb 19, 2024
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4 changes: 3 additions & 1 deletion docs/release-logs/0.4.1.md
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- Add support for static secondary command buffers aka. bundles. ([See PR #100](https://github.com/crud89/LiteFX/pull/100))
- Render targets are now created with a set of flags instead of individual boolean switches. ([See PR #114](https://github.com/crud89/LiteFX/pull/114))
- This also enables for more use cases, like using render targets in read-write bindings or sharing between different queues.
- Swap chains can now accept `present` calls without explicitly providing a frame buffer. ([See PR #114](https://github.com/crud89/LiteFX/pull/114))
- Swap chains can now accept `present` calls without explicitly providing a frame buffer. ([See PR #114](https://github.com/crud89/LiteFX/pull/114) and [PR #125](https://github.com/crud89/LiteFX/pull/125))
- Build macros are now prefixed with `LITEFX_` to support portability. ([See PR #117](https://github.com/crud89/LiteFX/pull/117))
- Add optional support for mesh shaders (enable `GraphicsDeviceFeatures::MeshShaders` to turn it on). ([See PR #116](https://github.com/crud89/LiteFX/pull/116))
- Add optional support for ray-tracing and ray queries (enable `GraphicsDeviceFeatures::RayTracing` and/or `GraphicsDeviceFeatures::RayQueries` to turn it on). ([See PR #122](https://github.com/crud89/LiteFX/pull/122))
- Render passes have been improved and simplified, now supporting automatic input attachment binding and event-based resize handlers. ([See PR #124](https://github.com/crud89/LiteFX/pull/124))
- Frame buffers have been decoupled from render passes, allowing to share images between passes and binding resources of different sampling rates and resolutions to the same pass. ([See PR #125](https://github.com/crud89/LiteFX/pull/125))

**🌋 Vulkan:**

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- Furthermore, the D3D interop version of the swap chain has been reworked to support proper frames in flight (as opposed to do a full CPU-wait before presenting).
- Descriptor set pool sizes are now determined dynamically, depending on the number of allocations. ([See PR #115](https://github.com/crud89/LiteFX/pull/115))
- Use *Synchronization2* primitives for synchronization. ([See PR #122](https://github.com/crud89/LiteFX/pull/122))
- Render passes have been replaced with dynamic rendering. ([See PR #125](https://github.com/crud89/LiteFX/pull/125))

**❎ DirectX 12:**

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