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HIGHLIGHTS: - improved memory allocation API (more friendly for render graph based systems) BREAKING CHANGES: - "GetAccelerationStructureMemoryInfo" renamed to "GetAccelerationStructureMemoryDesc" - "GetBufferMemoryInfo(const Buffer& buffer, ...)" changed to "GetBufferMemoryDesc(const Device& device, const BufferDesc& bufferDesc, ...)" - "GetTextureMemoryInfo(const Texture& texture, ...)" changed to "GetTextureMemoryDesc(const Device& device, const TextureDesc& textureDesc, ...)" - no-brain migration: "GetXxxMemoryInfo(resource, ...)" => "GetXxxMemoryDesc(device, NRI.GetXxxDesc(resource), ..." DETAILS: - NRI: "GetXxxMemoryInfo" renamed to "GetXxxMemoryDesc" - NRI: use "BufferDesc" and "TextureDesc" to get "MemoryDesc", avoiding beforehand resource creation - NRI: exposed "DeviceDesc::memoryTier", which provides a hint about which resource categories can be put in one memory (valid for D3D12, just a hint for VK) - VK: old-school "vkGetXxxMemoryRequirements2" replaced with modern "vkGetDeviceXxxMemoryRequirements" from "VK_KHR_maintenance4"
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