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| author | Egor Yusov <egor.yusov@gmail.com> | 2019-10-25 05:53:26 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2019-10-25 05:53:26 +0000 |
| commit | be0cf23bd5d7d7d79bd92c716d9db05ef68892c8 (patch) | |
| tree | 1fd19a83756ace06e9dfc11ccbb66732278885d6 | |
| parent | Renamed DRAW_FLAG_DYNAMIC_BUFFERS_INTACT to DRAW_FLAG_DYNAMIC_RESOURCE_BUFFER... (diff) | |
| download | DiligentEngine-be0cf23bd5d7d7d79bd92c716d9db05ef68892c8.tar.gz DiligentEngine-be0cf23bd5d7d7d79bd92c716d9db05ef68892c8.zip | |
Updated core & samples; added Tutorial 16; updated troubleshooting
| m--------- | DiligentCore | 0 | ||||
| m--------- | DiligentSamples | 0 | ||||
| -rw-r--r-- | README.md | 3 | ||||
| -rw-r--r-- | Tests/TestApp/src/TestApp.cpp | 1 | ||||
| -rw-r--r-- | Troubleshooting.md | 23 |
5 files changed, 20 insertions, 7 deletions
diff --git a/DiligentCore b/DiligentCore -Subproject 992859463e9f6ee67a14a7d415e3bc8715201b4 +Subproject 6d5c5cb89cc19f7391aed81270a9f63240fe9b9 diff --git a/DiligentSamples b/DiligentSamples -Subproject 2860fc6babc6f2c1a77877471a753022ffc1056 +Subproject afaa9f1669ac3bd52f9a1772f2c0aa7dd4cce8c @@ -126,6 +126,7 @@ Master repository includes the following submodules: 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/) (3.13 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 @@ -581,7 +582,7 @@ Please refer to [this page](https://github.com/DiligentGraphics/DiligentCore#api | [13 - Shadow Map](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial13_ShadowMap) |  | This tutorial demonstrates how to render basic shadows using a shadow map. | | [14 - Compute Shader](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial14_ComputeShader) |  | This tutorial shows how to implement a simple particle simulation system using compute shaders. | | [15 - Multiple Windows](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial15_MultipleWindows) |  | This tutorial demonstrates how to use Diligent Engine to render to multiple windows. | - +| [16 - Bindless Resources](https://github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial16_BindlessResources) |  | This tutorial shows how to implement bindless resources, a technique that leverages dynamic shader resource indexing feature enabled by the next-gen APIs to significantly improve rendering performance. | <a name="samples"></a> # [Samples](https://github.com/DiligentGraphics/DiligentSamples) diff --git a/Tests/TestApp/src/TestApp.cpp b/Tests/TestApp/src/TestApp.cpp index 2d58006..d24e105 100644 --- a/Tests/TestApp/src/TestApp.cpp +++ b/Tests/TestApp/src/TestApp.cpp @@ -230,6 +230,7 @@ void TestApp::InitializeDiligentEngine( EngineD3D12CreateInfo EngD3D12Attribs; EngD3D12Attribs.EnableDebugLayer = true; + //EngD3D12Attribs.EnableGPUBasedValidation = true; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 64; // D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; // D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; // D3D12_DESCRIPTOR_HEAP_TYPE_RTV diff --git a/Troubleshooting.md b/Troubleshooting.md index 3e9f059..411fc5b 100644 --- a/Troubleshooting.md +++ b/Troubleshooting.md @@ -9,13 +9,24 @@ git submodule update --recursive * Try to [get clean version](https://github.com/DiligentGraphics/DiligentEngine#clonning) -* Make sure your build environment is up-to-date: - * When using gcc, make sure the compiler version is at least 7.4 - * Make sure you build your project with c++11 features enabled - * When including Diligent headers, make sure that exactly one of `PLATFORM_WIN32`, - `PLATFORM_UNIVERSAL_WINDOWS`, `PLATFORM_ANDROID`, `PLATFORM_LINUX`, `PLATFORM_MACOS`, and - `PLATFORM_IOS` macros is defined as `1`. +* 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 for UWP, make sure you have UWP build tools. + * When using gcc, make sure the compiler version is at least 7.4. + * Make sure you build your project with c++11 features enabled. + +* When including Diligent headers, make sure that exactly one of `PLATFORM_WIN32`, + `PLATFORM_UNIVERSAL_WINDOWS`, `PLATFORM_ANDROID`, `PLATFORM_LINUX`, `PLATFORM_MACOS`, and + `PLATFORM_IOS` macros is defined as `1`. + +* When building on Windows, generating Visual Studio project files is the recommended way. **Do not** + use Visual Studio's built-in CMake and *Open Folder* option. Other IDEs such as Visual Studio + Code or CLion are not guaranteed to work. + +* If on Windows you get long path error, try clonning the project to a folder with shorter name + such as `c:/git/DiligentEngine`. ### Projects don't run * When running from the command line, make sure that the project's `assets` folder is set as working directory +* Try using different backends: use `-mode d3d11` or `-mode gl` command line options |
