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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
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