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authorassiduous <assiduous@diligentgraphics.com>2021-01-04 00:16:52 +0000
committerassiduous <assiduous@diligentgraphics.com>2021-01-04 00:16:52 +0000
commite6db8d531c2b57d232df0ccea887a062ea578eb7 (patch)
tree6622b597001a98d748f4fc7dd5317dc71660eb83
parentUpdated release history and Contributing section in readme (diff)
downloadDiligentCore-e6db8d531c2b57d232df0ccea887a062ea578eb7.tar.gz
DiligentCore-e6db8d531c2b57d232df0ccea887a062ea578eb7.zip
Readme & release history: fixed tabs
-rw-r--r--README.md4
-rw-r--r--ReleaseHistory.md8
2 files changed, 6 insertions, 6 deletions
diff --git a/README.md b/README.md
index 2e266b14..a7c1cc58 100644
--- a/README.md
+++ b/README.md
@@ -87,7 +87,7 @@ void InitializeDiligentEngine(HWND NativeWindowHandle)
auto* pFactoryD3D11 = GetEngineFactoryD3D11();
pFactoryD3D11->CreateDeviceAndContextsD3D11(EngineCI, &m_pDevice, &m_pImmediateContext);
pFactoryD3D11->CreateSwapChainD3D11(m_pDevice, m_pImmediateContext,
- SCDesc, NativeWindowHandle, &m_pSwapChain);
+ SCDesc, NativeWindowHandle, &m_pSwapChain);
}
break;
@@ -102,7 +102,7 @@ void InitializeDiligentEngine(HWND NativeWindowHandle)
auto* pFactoryD3D12 = GetEngineFactoryD3D12();
pFactoryD3D12->CreateDeviceAndContextsD3D12(EngineCI, &m_pDevice, &m_pImmediateContext);
pFactoryD3D12->CreateSwapChainD3D12(m_pDevice, m_pImmediateContext,
- SCDesc, NativeWindowHandle, &m_pSwapChain);
+ SCDesc, NativeWindowHandle, &m_pSwapChain);
}
break;
diff --git a/ReleaseHistory.md b/ReleaseHistory.md
index f222d1f3..a4865577 100644
--- a/ReleaseHistory.md
+++ b/ReleaseHistory.md
@@ -345,10 +345,10 @@ m_pPSO->GetStaticShaderVariable(SHADER_TYPE_VERTEX, "Constants")->Set(m_VSConsta
* Moved `ITextureView::GenerateMips()` to `IDeviceContext::GenerateMips()`
* Added state transition mode parameters to `IDeviceContext::UpdateBuffer()`, `IDeviceContext::UpdateTexture()`,
`IDeviceContext::CopyBuffer()`, `IDeviceContext::CopyTexture()`, `IDeviceContext::SetVertexBuffers()`,
- `IDeviceContext::SetIndexBuffers()`, `IDeviceContext::ClearRenderTargets()`, and `IDeviceContext::ClearDepthStencil()` methods
+ `IDeviceContext::SetIndexBuffers()`, `IDeviceContext::ClearRenderTargets()`, and `IDeviceContext::ClearDepthStencil()` methods
* Replaced `COMMIT_SHADER_RESOURCES_FLAGS` enum with `RESOURCE_STATE_TRANSITION_MODE`
* Added `ITextureD3D12::GetD3D12ResourceState()`, `IBufferD3D12::GetD3D12ResourceState()`,
- `IBufferVk::GetAccessFlags()`, and `ITextureVk::GetLayout()` methods
+ `IBufferVk::GetAccessFlags()`, and `ITextureVk::GetLayout()` methods
* Added `CopyTextureAttribs` structure that combines all paramters of `IDeviceContext::CopyTexture()` method
## v2.3.b
@@ -360,8 +360,8 @@ m_pPSO->GetStaticShaderVariable(SHADER_TYPE_VERTEX, "Constants")->Set(m_VSConsta
* When separate samplers are used (`UseCombinedTextureSamplers == false`), samplers are set in the same way as other shader variables
via shader or SRB objects
* Removed `BIND_SHADER_RESOURCES_RESET_BINDINGS` flag, renamed `BIND_SHADER_RESOURCES_KEEP_EXISTING` to `BIND_SHADER_RESOURCES_KEEP_EXISTING`.
- Added `BIND_SHADER_RESOURCES_UPDATE_STATIC`, `BIND_SHADER_RESOURCES_UPDATE_MUTABLE`, `BIND_SHADER_RESOURCES_UPDATE_DYNAMIC`, and
- `BIND_SHADER_RESOURCES_UPDATE_ALL` flags
+ Added `BIND_SHADER_RESOURCES_UPDATE_STATIC`, `BIND_SHADER_RESOURCES_UPDATE_MUTABLE`, `BIND_SHADER_RESOURCES_UPDATE_DYNAMIC`, and
+ `BIND_SHADER_RESOURCES_UPDATE_ALL` flags
* Using glslang to compile HLSL to SPIRV in Vulkan backend instead of relying on HLSL->GLSL converter
## v2.3.a