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| author | Egor <egor.yusov@gmail.com> | 2018-02-10 19:53:20 +0000 |
|---|---|---|
| committer | Egor <egor.yusov@gmail.com> | 2018-02-10 19:53:20 +0000 |
| commit | ea7e607b9a99483b906ca7ff695ba31529339a62 (patch) | |
| tree | 67027d513d296abe0acaed46e31dd25373f5ea48 /Graphics/GraphicsEngineD3D11 | |
| parent | Replaced #ifdef ENGINE_DLL with #if ENGINE_DLL (diff) | |
| download | DiligentCore-ea7e607b9a99483b906ca7ff695ba31529339a62.tar.gz DiligentCore-ea7e607b9a99483b906ca7ff695ba31529339a62.zip | |
Minor updates to readme
Diffstat (limited to 'Graphics/GraphicsEngineD3D11')
| -rw-r--r-- | Graphics/GraphicsEngineD3D11/readme.md | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/Graphics/GraphicsEngineD3D11/readme.md b/Graphics/GraphicsEngineD3D11/readme.md index 7a847c14..e3dc65c4 100644 --- a/Graphics/GraphicsEngineD3D11/readme.md +++ b/Graphics/GraphicsEngineD3D11/readme.md @@ -11,10 +11,10 @@ The following code snippet shows how to initialize diligent engine in D3D11 mode #include "RenderDeviceFactoryD3D11.h" using namespace Diligent; -// ... +// ... EngineD3D11Attribs DeviceAttribs; -DeviceAttribs.DebugFlags = +DeviceAttribs.DebugFlags = (Uint32)EngineD3D11DebugFlags::VerifyCommittedShaderResources | (Uint32)EngineD3D11DebugFlags::VerifyCommittedResourceRelevance; @@ -38,8 +38,8 @@ Alternatively, the engine can be initialized by attaching to existing D3D11 devi # Interoperability with Direct3D11 -Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers -and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11 +Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers +and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11 device and immediate context. ## Accessing Native D3D11 objects @@ -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, 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, 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, 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, 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 |
