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| author | assiduous <assiduous@diligentgraphics.com> | 2020-09-12 04:07:03 +0000 |
|---|---|---|
| committer | assiduous <assiduous@diligentgraphics.com> | 2020-09-12 04:07:03 +0000 |
| commit | 01ac479321771ae7cc964826fcf44a41d484c42d (patch) | |
| tree | 83aeaeef9afab721e0cf78f4e63da7a7f391760c | |
| parent | Updated submodules and readme (added DILIGENT_NO_FORMAT_VALIDATION CMake opti... (diff) | |
| download | DiligentEngine-01ac479321771ae7cc964826fcf44a41d484c42d.tar.gz DiligentEngine-01ac479321771ae7cc964826fcf44a41d484c42d.zip | |
Enabled mesh shaders (API 240068)
| m--------- | DiligentCore | 0 | ||||
| m--------- | DiligentFX | 0 | ||||
| m--------- | DiligentSamples | 0 | ||||
| -rw-r--r-- | Projects/Asteroids/src/asteroids_DE.cpp | 2 | ||||
| -rw-r--r-- | README.md | 10 | ||||
| -rw-r--r-- | Troubleshooting.md | 3 | ||||
| -rw-r--r-- | unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp | 2 | ||||
| -rw-r--r-- | unityplugin/GhostCubeScene/src/GhostCubeScene.cpp | 2 |
8 files changed, 13 insertions, 6 deletions
diff --git a/DiligentCore b/DiligentCore -Subproject 36fd42576d87072bd6ee1345adf27eecee15f92 +Subproject a9002525abad03a8e5aab27daf2c2a0093fb47f diff --git a/DiligentFX b/DiligentFX -Subproject 7c7dc1faff995e97c0edf0cefe7ccaf0d09a5f1 +Subproject 1ab5a54dab6571cb3c80bb3238dbdc71a3d20e1 diff --git a/DiligentSamples b/DiligentSamples -Subproject 9f98e0a6ded56477cd85b6d90ccc8c43b336a67 +Subproject 5d8279c39d759c9c78da0e4bf6698d5be712a10 diff --git a/Projects/Asteroids/src/asteroids_DE.cpp b/Projects/Asteroids/src/asteroids_DE.cpp index f0b0847..9c15e47 100644 --- a/Projects/Asteroids/src/asteroids_DE.cpp +++ b/Projects/Asteroids/src/asteroids_DE.cpp @@ -249,7 +249,7 @@ Asteroids::Asteroids(const Settings& settings, AsteroidsSimulation* asteroids, G desc.Name = "Asteroids constant buffer"; // In bindless mode we will be updating the buffer with UpdateBuffer method desc.Usage = (m_BindingMode == BindingMode::Bindless) ? USAGE_DEFAULT : USAGE_DYNAMIC; - desc.CPUAccessFlags = CPU_ACCESS_WRITE; + desc.CPUAccessFlags = desc.Usage == USAGE_DYNAMIC ? CPU_ACCESS_WRITE : CPU_ACCESS_NONE; desc.BindFlags = BIND_UNIFORM_BUFFER; // In bindless mode, we will only write view-projection matrix desc.uiSizeInBytes = static_cast<Uint32>((m_BindingMode == BindingMode::Bindless) ? sizeof(DirectX::XMFLOAT4X4) : sizeof(DrawConstantBuffer)); @@ -133,14 +133,20 @@ Master repository includes the following submodules: # Build and Run Instructions Diligent Engine uses [CMake](https://cmake.org/) as a cross-platform build tool. -To start using cmake, download the [latest release](https://cmake.org/download/) (3.15 or later is required). +To start using cmake, download the [latest release](https://cmake.org/download/) (3.16 or later is required). Another build prerequisite is [Python interpreter](https://www.python.org/downloads/) (3.0 or later is required). If after following the instuctions below you have build/run issues, please take a look at [troubleshooting](Troubleshooting.md). <a name="build_and_run_win32"></a> ## Win32 -To generate build files for Windows desktop platform, use either CMake GUI or command line tool. For example, to generate +Build prerequisites: + +* Windows SDK 10.0.17763.0 or later (10.0.19041.0 is required for mesh shaders) +* C++ build tools +* Visual C++ ATL Support. + +Use either CMake GUI or command line tool to generate build files. For example, to generate [Visual Studio 2017](https://www.visualstudio.com/vs/community) 64-bit solution and project files in *build/Win64* folder, navigate to the engine's root folder and run the following command: diff --git a/Troubleshooting.md b/Troubleshooting.md index 2475244..dfa8a48 100644 --- a/Troubleshooting.md +++ b/Troubleshooting.md @@ -10,7 +10,8 @@ git submodule update --recursive * Try to [get clean version](https://github.com/DiligentGraphics/DiligentEngine#cloning-the-repository) * Make sure your build environment is up-to-date and properly configured: - * When building with Visual Studio, make sure you have C++ build tools and Visual C++ ATL Support installed. + * When building with Visual Studio, make sure you use Windows SDK 10.0.17763.0 or later, + have C++ build tools and Visual C++ ATL Support installed. * When building for UWP, make sure you have UWP build tools. * When building for Android, make sure all your tools are up to date, you have [NDK and CMake installed](https://developer.android.com/studio/projects/install-ndk). diff --git a/unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp b/unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp index 647757c..ed7da87 100644 --- a/unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp +++ b/unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp @@ -46,7 +46,7 @@ SamplePlugin::SamplePlugin(Diligent::IRenderDevice *pDevice, bool UseReverseZ, T PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; - PSODesc.IsComputePipeline = false; + PSODesc.PipelineType = PIPELINE_TYPE_GRAPHICS; PSODesc.Name = "Render sample cube PSO"; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = RTVFormat; diff --git a/unityplugin/GhostCubeScene/src/GhostCubeScene.cpp b/unityplugin/GhostCubeScene/src/GhostCubeScene.cpp index 41d7b25..3b63cdf 100644 --- a/unityplugin/GhostCubeScene/src/GhostCubeScene.cpp +++ b/unityplugin/GhostCubeScene/src/GhostCubeScene.cpp @@ -89,7 +89,7 @@ void GhostCubeScene::OnGraphicsInitialized() PipelineStateCreateInfo PSOCreateInfo; PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; - PSODesc.IsComputePipeline = false; + PSODesc.PipelineType = PIPELINE_TYPE_GRAPHICS; PSODesc.Name = "Mirror PSO"; PSODesc.GraphicsPipeline.NumRenderTargets = 1; |
