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HIGHLIGHTS: - Core: clarified & simplified creation of descriptor ranges with "partially bound", "array" and "variable-sized array" functionality - Core: reduced entropy and added order to "DeviceDesc", exposed more "tiers" (if it's better than a set of individual features) - Core: reduced entropy around programmable sample positions (PSL) names - Core: added "shaderModel" to "DeviceDesc" (best guess for VK, but still useful) - MeshShader: added support for optional "countBuffer" in "CmdDrawMeshTasksIndirect" - improved docs BREAKING CHANGES (simple and straightforward): - PSL: all names are based on "locations" without "programmable" - "DescriptorRangeDesc::isDescriptorNumVariable" (and "VARIABLE_DESCRIPTOR_NUM") => "DescriptorRangeBits::VARIABLE_SIZED_ARRAY" - "DescriptorRangeDesc::isArray" (and "DESCRIPTOR_ARRAY") => "DescriptorRangeBits::ARRAY" - "DescriptorSetDesc::partiallyBound" (and "PARTIALLY_BOUND") => "DescriptorRangeBits::PARTIALLY_BOUND" (moved to descriptor range) - "DeviceDesc" tweaks DETAILS: - Core: added "rayTracingTier" to "DeviceDesc" - Core: added "isAdditionalShadingRatesSupported" to "DeviceDesc" to highlight 2x4, 4x2 and 4x4 rates support - Core: shading rate features replaced with "shadingRateTier" in "DeviceDesc" - Core: explained all old and new "tiers" in "DeviceDesc" - Core: removed "isDrawMeshTasksIndirectSupported" from "DeviceDesc" (always supported if mesh shaders are supported) - Core: removed "isDispatchRaysIndirectSupported" from "DeviceDesc" (use "rayTracingTier") - Core: added "DescriptorRangeBits" expanding and simplifying functionality around previously used "partiallyBound", "isArray" and "isDescriptorNumVariable" - MeshShader: added support for optional "countBuffer" in "CmdDrawMeshTasksIndirect" - improved comments in the main headers
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