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authorEgor Yusov <egor.yusov@gmail.com>2018-12-30 18:48:39 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-12-30 18:48:39 +0000
commita7a76b1173a2bd2b768e910b72e5ff3a5b61b93f (patch)
tree081c160c49c544c873c83e7ce009c5413fb6ff5a /Graphics/GraphicsEngineD3D11
parentUpdated release history (diff)
downloadDiligentCore-a7a76b1173a2bd2b768e910b72e5ff3a5b61b93f.tar.gz
DiligentCore-a7a76b1173a2bd2b768e910b72e5ff3a5b61b93f.zip
Updated readme
Diffstat (limited to 'Graphics/GraphicsEngineD3D11')
-rw-r--r--Graphics/GraphicsEngineD3D11/readme.md12
1 files changed, 6 insertions, 6 deletions
diff --git a/Graphics/GraphicsEngineD3D11/readme.md b/Graphics/GraphicsEngineD3D11/readme.md
index af98991c..3a9dab60 100644
--- a/Graphics/GraphicsEngineD3D11/readme.md
+++ b/Graphics/GraphicsEngineD3D11/readme.md
@@ -1,11 +1,11 @@
# GraphicsEngineD3D11
-Implementation of Diligent Engine API using Direct3D11
+Implementation of Direct3D11 back-end
# Initialization
-The following code snippet shows how to initialize diligent engine in D3D11 mode.
+The following code snippet shows how to initialize Diligent Engine in D3D11 mode.
```cpp
#include "RenderDeviceFactoryD3D11.h"
@@ -57,13 +57,13 @@ Below are some of the methods that provide access to internal D3D11 objects:
## Creating Diligent Engine Objects from D3D11 Resources
-* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
+* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, RESOURCE_STATE InitialState, IBuffer **ppBuffer)` -
creates a diligent engine buffer object from the native d3d11 buffer
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, RESOURCE_STATE InitialState, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 1D texture
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, RESOURCE_STATE InitialState, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 2D texture
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, RESOURCE_STATE InitialState, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 3D texture
## Initializing the Engine by Attaching to Existing D3D11 Device and Immediate Context