Change Log ======================================= |PRODUCTNAMEDOCRELEASEBOLD| **New in release 4.0** * Add a StepCount parameter. The default value behaves the same as in previous HBAO+ versions. * Added support for a second input depth texture (to reduce halo artifacts behind foreground objects). * Fixed possible crash bug (released PSOs still in use on the GPU) when changing AO parameters at runtime on DX12. * Removed the two-pass-blend option from the DX11 interface. * Removed support for OpenGL. **New in release 3.1** * The D3D11 non-UWP DLL now calls NVAPI (when available) to disable any SLI transfers for all render targets. * The D3D12 RenderAO call now resets the ScissorRect. * The PowerExponent parameter is now clamped to 4.f (was 8.f). **New in release 3.0** * Added entry points for D3D12. * Now shipping separate DLLs and LIB files for D3D11 and GL. * Replaced the DetailAO & CoarseAO parameters with SmallScaleAO & LargeScaleAO. * Replaced pointers with references in the API. * Added the ForegroundAO & BackgroundAO parameters. * Added per-component debug-normal visualization modes in GFSDK_SSAO_RenderMask. * Added support for two-pass AO blending + depth-stencil masking. * Removed the BLUR_RADIUS_8 mode (BLUR_RADIUS_4 looks better in general, and runs faster). * Removed the PER_SAMPLE_AO MSAA mode. **New in release 2.4** * Added support for Mac OS X. * Added the DepthClampMode parameter. * Added the GFSDK_SSAO_GetVersion function. * The input viewport and matrices are now passed by value instead of by pointer. * The input viewport parameter is now optional. By default, a full-resolution viewport is used. **New in release 2.3** * The input normal data are now passed by value instead of by pointer (less error prone). * Removed the INVALID_VIEWPORT_DIMENSIONS error code. Input viewports larger than the input textures are now supported. * Added support for MSAA input VIEW_DEPTHS for DX11 and GL. * Added support for VIEW_DEPTHS with partial input viewports for DX11. * Added the DepthStorage parameter in GFSDK_SSAO_Parameters. **New in release 2.2** * GL: The RenderAO call now saves & restores all the relevant GL states it alters internally. * GL: Added the GFSDK_SSAO_GLFunctions argument to GFSDK_SSAO_CreateContext_GL. * GL: Added support for MSAA input textures. * The GFSDK_SSAO_DRAW_DEBUG_N mode now outputs float4(-InternalViewNormal.xyz, 0). * Changed the blur weights of BLUR_RADIUS_2 and BLUR_RADIUS_4 to support larger sharpness values. **New in release 2.1** * Optimize the case of Params.DetailAO == 0.f and Input.pNormalData != NULL. * Added a parameter to control the sharpness of the optional GFSDK_SSAO_DepthThreshold. * GL: Added quality/performance parameters in GFSDK_SSAO_Parameters_GL. **New in release 2.0** * Added entry points for OpenGL 3.2. * Added support for non-zero input viewport origins. * Added the GFSDK_SSAO_BLUR_RADIUS_2 mode. **New in release 1.5** * Renamed the SceneScale parameter to MetersToViewSpaceUnits. * Added the GFSDK_SSAO_HARDWARE_DEPTHS_SUB_RANGE depth-texture type. * Added option to supersample the AO when using MSAA input and output textures (GFSDK_SSAO_PER_SAMPLE_AO). * Added PreCreateRenderTargets entry point (optional). **New in release 1.4** * Added error codes: GFSDK_SSAO_INVALID_VIEWPORT_DEPTH_RANGE and GFSDK_SSAO_UNSUPPORTED_VIEWPORT_DIMENSIONS. * Removed the GFSDK_SSAO_PERFORMANCE mode. **New in release 1.3** * Moved the API to a class interface. * Added an optional SSAO_DepthThreshold parameter, to hide potential z-buffer precision artifacts. * Added support for input-texture dimensions being larger than the viewport dimensions. * Added GFSDK_SSAO_BlurRadius option. * Added GFSDK_SSAO_BlurSharpnessProfile option. * Added GFSDK_SSAO_GPUConfiguration option. **New in release 1.2** * Merged the SetInputDepths and SetInputNormals functions into a single SetInputData. * Removed the SetParameters function. The parameters are now passed as an argument to RenderAO. * Let the user specify a BlendState for compositing the AO to the OutputRTV. See CustomBlendState. * Added a normal-visualization debug mode: by calling RenderAO with RenderMask = RENDER_DEBUG_NORMAL_Z. * Added a GetBuildString function. .. ----------------------- .. * `Forums`_ .. * `Report a bug`_ .. If links above are used, replace URL below. .. _Forums: http://devtalk.nvidia.com .. _Report a bug: http://developer.nvidia.com/contact .. toctree:: :maxdepth: 1