From 99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c Mon Sep 17 00:00:00 2001 From: lbavoil Date: Fri, 25 Mar 2016 13:01:54 +0100 Subject: GFSDK_HBAO+_distro_r3.0_cl20573789 --- doc/changelog.html | 239 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 239 insertions(+) create mode 100644 doc/changelog.html (limited to 'doc/changelog.html') diff --git a/doc/changelog.html b/doc/changelog.html new file mode 100644 index 0000000..6fd67cd --- /dev/null +++ b/doc/changelog.html @@ -0,0 +1,239 @@ + + + + + + + + + Change Log — NVIDIA HBAO+ 3.0. documentation + + + + + + + + + + + + + + + + + + +
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Table Of Contents

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Previous topic

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NVIDIA HBAO+ 3.0.

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Change LogΒΆ

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NVIDIA HBAO+ 3.0.

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New in release 3.0

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  • Added entry points for D3D12.
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  • Now shipping separate DLLs and LIB files for D3D11 and GL.
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  • Replaced the DetailAO & CoarseAO parameters with NearAO & FarAO.
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  • Replaced pointers with references in the API.
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  • Added the ForegroundAO & BackgroundAO parameters.
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  • Added per-component debug-normal visualization modes in GFSDK_SSAO_RenderMask.
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  • Added support for two-pass AO blending + depth-stencil masking.
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  • Removed the BLUR_RADIUS_8 mode (BLUR_RADIUS_4 looks better in general, and runs faster).
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  • Removed the PER_SAMPLE_AO MSAA mode.
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New in release 2.4

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  • Added support for Mac OS X.
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  • Added the DepthClampMode parameter.
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  • Added the GFSDK_SSAO_GetVersion function.
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  • The input viewport and matrices are now passed by value instead of by pointer.
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  • The input viewport parameter is now optional. By default, a full-resolution viewport is used.
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New in release 2.3

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  • The input normal data are now passed by value instead of by pointer (less error prone).
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  • Removed the INVALID_VIEWPORT_DIMENSIONS error code. Input viewports larger than the input textures are now supported.
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  • Added support for MSAA input VIEW_DEPTHS for DX11 and GL.
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  • Added support for VIEW_DEPTHS with partial input viewports for DX11.
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  • Added the DepthStorage parameter in GFSDK_SSAO_Parameters.
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New in release 2.2

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  • GL: The RenderAO call now saves & restores all the relevant GL states it alters internally.
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  • GL: Added the GFSDK_SSAO_GLFunctions argument to GFSDK_SSAO_CreateContext_GL.
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  • GL: Added support for MSAA input textures.
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  • The GFSDK_SSAO_DRAW_DEBUG_N mode now outputs float4(-InternalViewNormal.xyz, 0).
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  • Changed the blur weights of BLUR_RADIUS_2 and BLUR_RADIUS_4 to support larger sharpness values.
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New in release 2.1

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  • Optimize the case of Params.DetailAO == 0.f and Input.pNormalData != NULL.
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  • Added a parameter to control the sharpness of the optional GFSDK_SSAO_DepthThreshold.
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  • GL: Added quality/performance parameters in GFSDK_SSAO_Parameters_GL.
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New in release 2.0

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  • Added entry points for OpenGL 3.2.
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  • Added support for non-zero input viewport origins.
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  • Added the GFSDK_SSAO_BLUR_RADIUS_2 mode.
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New in release 1.5

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  • Renamed the SceneScale parameter to MetersToViewSpaceUnits.
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  • Added the GFSDK_SSAO_HARDWARE_DEPTHS_SUB_RANGE depth-texture type.
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  • Added option to supersample the AO when using MSAA input and output textures (GFSDK_SSAO_PER_SAMPLE_AO).
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  • Added PreCreateRenderTargets entry point (optional).
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New in release 1.4

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  • Added error codes: GFSDK_SSAO_INVALID_VIEWPORT_DEPTH_RANGE and GFSDK_SSAO_UNSUPPORTED_VIEWPORT_DIMENSIONS.
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  • Removed the GFSDK_SSAO_PERFORMANCE mode.
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New in release 1.3

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  • Moved the API to a class interface.
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  • Added an optional SSAO_DepthThreshold parameter, to hide potential z-buffer precision artifacts.
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  • Added support for input-texture dimensions being larger than the viewport dimensions.
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  • Added GFSDK_SSAO_BlurRadius option.
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  • Added GFSDK_SSAO_BlurSharpnessProfile option.
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  • Added GFSDK_SSAO_GPUConfiguration option.
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New in release 1.2

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  • Merged the SetInputDepths and SetInputNormals functions into a single SetInputData.
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  • Removed the SetParameters function. The parameters are now passed as an argument to RenderAO.
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  • Let the user specify a BlendState for compositing the AO to the OutputRTV. See CustomBlendState.
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  • Added a normal-visualization debug mode: by calling RenderAO with RenderMask = RENDER_DEBUG_NORMAL_Z.
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  • Added a GetBuildString function.
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