Cg Toolkit Changelog
What's new in Cg Toolkit 2.2
Jan 8, 2010- Allow compiler options in effect compile statements
- e.g. VertexProgram = compile vp40 "-po PosInv=1" shader();
- Better performance when running on multicore CPUs
- Choosing the "latest" profile is now deferred until effect validation
- Improved the inverse matrix computation in cgGLSetStateMatrixParameter
- Better memory behavior when a program is repeatedly recompiled
- Fixed an issue when using PSIZE semantic with ps_3_0 and ps_4_0 profiles
- cgCombinePrograms now works with CG_OBJECT programs
- cgGetNextProgram was always returning 0
- Fixed a problem with effect parameters and cgGLGetTextureEnum
- Allow comments prior to the shader version in D3D asm blocks of an effect
- HLSL10: Mark globally scoped temporaries 'static' to keep them out of constant
- buuffers
- HLSL10: Allow any semantic for varyings provided the semantics match
- between stages
- HLSL10: Fix handling of TEXUNITn semantic
- HLSL10: Added support for arrays of samplers
- HLSL10: Empty structs for uniform parameters crashed the D3D compiler
- Fixed a problem when connecting parameters of type string
- Corrected issues in the fp20 profile on Solaris
- Now using MesaGLUT-7.5 for GLUT on Windows
New in Cg Toolkit 2.1 (Dec 18, 2008)
- Fixes:
- Fixed crash when cgGL routines were called without a current GL context
- Fixed a bug in compiling CgFX files with multiple geometry shaders
- Fixed D3D10 runtime's handling of the parameter buffer (cbuffer)
- D3D10 runtime now correctly deals with true integer parameters
- Shared parameter arrays were not being updated correctly
- Resolved an issue with changing the variability of matrices to CG_LITERAL
- New features and improvements:
- New Direct3D 10 profiles (vs_4_0 and ps_4_0) to cross-translate Cg to HLSL10
- New Runtime library for Direct3D 10
- Virtual file system for including source during shader compilation
- Improvements to the GLSL translation profile
- Documentation updates for all new API and features
- New examples demonstrating Direct3D10 usage and more
- Runtime performance improvements and bug fixes
- Compatibility with Cg 2.0