From a7a76b1173a2bd2b768e910b72e5ff3a5b61b93f Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Sun, 30 Dec 2018 10:48:39 -0800 Subject: Updated readme --- Graphics/GraphicsEngineD3D11/readme.md | 12 ++++++------ Graphics/GraphicsEngineD3D12/readme.md | 8 ++++---- Graphics/GraphicsEngineMetal/readme.md | 2 +- Graphics/GraphicsEngineOpenGL/readme.md | 8 ++++---- Graphics/GraphicsEngineVulkan/readme.md | 2 +- 5 files changed, 16 insertions(+), 16 deletions(-) (limited to 'Graphics') 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 diff --git a/Graphics/GraphicsEngineD3D12/readme.md b/Graphics/GraphicsEngineD3D12/readme.md index b788e19a..3827a4f0 100644 --- a/Graphics/GraphicsEngineD3D12/readme.md +++ b/Graphics/GraphicsEngineD3D12/readme.md @@ -1,11 +1,11 @@ # GraphicsEngineD3D12 -Implementation of Diligent Engine API using Direct3D12 +Implementation of Direct3D12 back-end # Initialization -The following code snippet shows how to initialize diligent engine in D3D12 mode. +The following code snippet shows how to initialize Diligent Engine in D3D12 mode. ```cpp #include "RenderDeviceFactoryD3D12.h" @@ -69,9 +69,9 @@ Below are some of the methods that provide access to internal D3D12 objects: ## Creating Diligent Engine Objects from D3D12 Resources -* `void IRenderDeviceD3D12::CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, ITexture **ppTexture)` - +* `void IRenderDeviceD3D12::CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, RESOURCE_STATE InitialState, ITexture **ppTexture)` - creates a diligent engine texture object from native D3D12 resource. -* `void IRenderDeviceD3D12::CreateBufferFromD3DResource(ID3D12Resource *pd3d12Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` - +* `void IRenderDeviceD3D12::CreateBufferFromD3DResource(ID3D12Resource *pd3d12Buffer, const BufferDesc& BuffDesc, RESOURCE_STATE InitialState, IBuffer **ppBuffer)` - creates a diligent engine buffer object from native D3D12 resource. The method takes a pointer to the native d3d12 resiyrce pd3d12Buffer, buffer description BuffDesc and writes a pointer to the IBuffer interface at the memory location pointed to by ppBuffer. The system can recover buffer size, but the rest of the fields of diff --git a/Graphics/GraphicsEngineMetal/readme.md b/Graphics/GraphicsEngineMetal/readme.md index 343880b4..246d475f 100644 --- a/Graphics/GraphicsEngineMetal/readme.md +++ b/Graphics/GraphicsEngineMetal/readme.md @@ -1,6 +1,6 @@ # GraphicsEngineMetal -Implementation of Diligent Engine API using Metal. +Implementation of Metal back-end. This backend is not yet implemented. \ No newline at end of file diff --git a/Graphics/GraphicsEngineOpenGL/readme.md b/Graphics/GraphicsEngineOpenGL/readme.md index 204d5d30..dfa2109d 100644 --- a/Graphics/GraphicsEngineOpenGL/readme.md +++ b/Graphics/GraphicsEngineOpenGL/readme.md @@ -1,11 +1,11 @@ # GraphicsEngineOpenGL -Implementation of Diligent Engine API using OpenGL/GLES +Implementation of OpenGL/GLES back-end # Initialization -The following code snippet shows how to initialize diligent engine in OpenGL/GLES mode. +The following code snippet shows how to initialize Diligent Engine in OpenGL/GLES mode. ```cpp #include "RenderDeviceFactoryOpenGL.h" @@ -50,13 +50,13 @@ Below are some of the methods that provide access to internal D3D11 objects: ## Creating Diligent Engine Objects from OpenGL Handles -* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, ITexture **ppTexture)` - +* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, RESOURCE_STATE InitialState, ITexture **ppTexture)` - creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle GLHandle, texture description TexDesc, and writes the pointer to the created texture object at the memory address pointed to by ppTexture. The engine can automatically set texture width, height, depth, mip levels count, and format, but the remaining field of TexDesc structure must be populated by the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must not destroy it while it is in use by the engine. -* `void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, IBuffer **ppBuffer)` - +* `void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, RESOURCE_STATE InitialState, IBuffer **ppBuffer)` - creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handle GLHandle, buffer description BuffDesc, and writes the pointer to the created buffer object at the memory address pointed to by ppBuffer. The engine can automatically set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not diff --git a/Graphics/GraphicsEngineVulkan/readme.md b/Graphics/GraphicsEngineVulkan/readme.md index 44678f3d..b5e53a0c 100644 --- a/Graphics/GraphicsEngineVulkan/readme.md +++ b/Graphics/GraphicsEngineVulkan/readme.md @@ -1,7 +1,7 @@ # GraphicsEngineVulkan -Implementation of Diligent Engine API using Vulkan +Implementation of Vulkan back-end -- cgit v1.2.3