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authorassiduous <assiduous@diligentgraphics.com>2020-09-12 04:07:03 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-09-12 04:07:03 +0000
commit01ac479321771ae7cc964826fcf44a41d484c42d (patch)
tree83aeaeef9afab721e0cf78f4e63da7a7f391760c
parentUpdated submodules and readme (added DILIGENT_NO_FORMAT_VALIDATION CMake opti... (diff)
downloadDiligentEngine-01ac479321771ae7cc964826fcf44a41d484c42d.tar.gz
DiligentEngine-01ac479321771ae7cc964826fcf44a41d484c42d.zip
Enabled mesh shaders (API 240068)
m---------DiligentCore0
m---------DiligentFX0
m---------DiligentSamples0
-rw-r--r--Projects/Asteroids/src/asteroids_DE.cpp2
-rw-r--r--README.md10
-rw-r--r--Troubleshooting.md3
-rw-r--r--unityplugin/GhostCubePlugin/PluginSource/src/SamplePlugin.cpp2
-rw-r--r--unityplugin/GhostCubeScene/src/GhostCubeScene.cpp2
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));
diff --git a/README.md b/README.md
index fe5606f..9dc760d 100644
--- a/README.md
+++ b/README.md
@@ -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;