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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
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+Change Log
+=======================================
+
+|PRODUCTNAMEDOCRELEASEBOLD|
+
+WaveWorks is a library for simulating terrain water surfaces, such as lakes and oceans, using the GPU.
+The library includes shader fragments which can be used to reference the results of the simulation.
+The library also supports a no-graphics path which can be used for pure-simulation applications.
+
+**1.6**
+
+- tracking simulation updates along pipeline with kick ID's
+- support for multiple pipeline synchronization strategies
+- readback FIFO (can be used to calculate velocities and/or accelerations)
+- MacOS port
+- support for synchronous in-thread simulation on CPU path
+- texture array option for GL
+- control over enabling of CUDA timers
+- explicit allocation of GL texture units
+
+**1.5**
+
+- PS4 port
+- XboxOne port
+- Win/GL port
+- D3D11 sample app now ships with VS2010 sln/vcxproj, instead of VS2008
+- all API entrypoints which used to take a void* or IUnknown* have been specialized for reasons of type-safety and clarity (e.g. GFSDK_WaveWorks_Simulation_UpdateTick -> GFSDK_WaveWorks_Simulation_UpdateTickD3D9, GFSDK_WaveWorks_Simulation_UpdateTickD3D10 etc...)
+- simplified index-based register hookup for constant buffers, by removing the offset param from macros (implication is that each shader-level module - Quadtree, Attributes - requires a maximum of one constant buffer slot per shader stage)
+- example ray-casting implementation added to D3D11 sample app
+
+**1.4**
+
+- Added the 'no graphics' path, for clients who need only readback results (e.g. MMO servers).
+- Ported to Linux, with initial support for CPU vs no-graphics and GPU vs no-graphics.
+- Rename ``GFSDK_WaveWorks_Simulation_CanSetRenderState()`` to ``GFSDK_WaveWorks_Simulation_HasResults()``. The reason for this is that there is no render-state when working in no-graphics mode, but clients will still need to be able to test whether the simulation pipeline is primed.
+
+**1.3**
+
+- Rename to WaveWorks.
+- GameWorks standardization.
+- Foam.
+- Beaufort presets.
+- CUDA acceleration for evolving spectra.
+- CUDA now only available with D3D9Ex when running with D3D9.
+- Numerous checks added for API usage consistency.
+- Added memory allocation callback hooks.
+- Misc fixes and improvements to CPU simulation path.
+- Added dependee DLLs (e.g. cudart, cufft) to distro, for convenience.
+- Simulation update now accepts and honours double-precision time (fixes rounding errors on long-duration runs).
+
+**1.2**
+
+- Implemented CPU fallback path for simulation.
+- CPU path uses SSE and is parallelized across a user-configurable number of threads.
+- Added entrypoint to test whether simulation pipeline is full (primarily for CPU path).
+- Bucketed assignment of frequencies to cascade levels.
+- Added geomorphing to D3D9/D3D10 to smooth transitions between quad-tree mesh LODs.
+- Made readbacks viewpoint-independent.
+- Improved performance of CUDA readbacks.
+- Added counters to help with perf triage.
+- SI units throughout.
+- CUDA Toolkit 4.2 required.
+
+Redistribution considerations:
+
+- Requires ``CUDARTXX_42_9.dll`` and ``CUFFTXX_42_9.dll`` from the CUDA 4.2 Toolkit.
+- Requires ``D3DX9_43.DLL`` from the June 2010 DXSDK.
+
+**1.1**
+
+- Implemented CPU fallback path for simulation.
+- CPU path uses SSE and is parallelized across a user-configurable number of threads.
+- Added entrypoint to test whether simulation pipeline is full (primarily for CPU path).
+- Bucketed assignment of frequencies to cascade levels.
+- Added geomorphing to D3D9/D3D10 to smooth transitions between quad-tree mesh LODs.
+- Made readbacks viewpoint-independent.
+- Improved performance of CUDA readbacks.
+- Added counters to help with perf triage.
+- SI units throughout.
+- CUDA Toolkit 4.2 required.
+
+Redistribution considerations:
+
+- Requires ``CUDARTXX_42_9.dll`` and ``CUFFTXX_42_9.dll`` from the CUDA 4.2 Toolkit.
+- Requires ``D3DX9_43.DLL`` from the June 2010 DXSDK.
+
+**1.0**
+
+- Added DX11 support.
+- DX11 quad-tree rendering uses tessellation to generate triangles.
+- Added x64 support.
+- Added DX11 demo.
+- CUDA Toolkit 3.2 required.
+
+Redistribution considerations:
+
+- Requires ``cudart*.dll`` and ``cufft*.dll`` from the CUDA Toolkit.