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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /src/doc/changelog.rst | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'src/doc/changelog.rst')
| -rw-r--r-- | src/doc/changelog.rst | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/src/doc/changelog.rst b/src/doc/changelog.rst new file mode 100644 index 0000000..e634ab3 --- /dev/null +++ b/src/doc/changelog.rst @@ -0,0 +1,97 @@ +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. |