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Updated core & samples; updated readme
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CMakeLists.txt

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@@ -51,8 +51,8 @@ if(TARGET GLTFViewer)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT GLTFViewer)
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elseif(TARGET Asteroids)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT Asteroids)
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elseif(TARGET AtmosphereSample)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT AtmosphereSample)
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elseif(TARGET Atmosphere)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT Atmosphere)
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endif()
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if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/DiligentCommunity")

README.md

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@@ -56,7 +56,7 @@ or [gfx-portability](https://github.com/gfx-rs/portability).
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* Descriptor and memory management
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* Shader resource reflection
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* Async compute and multiple command queues
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* Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state of the art capabilities
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* Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state-of-the-art capabilities
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* Extensive validation and error reporting
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* Modern c++ features to make the code fast and reliable
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* Consistent high quality is ensured by continuous integration
@@ -177,7 +177,7 @@ cmake -S . -B ./build/MinGW -D CMAKE_BUILD_TYPE=Release -G "MinGW Makefiles"
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:warning: In current implementation, full path to cmake build folder **must not contain white spaces**.
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To enable Vulkan validation layers, you will need to download [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) and add environemt
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variable `VK_LAYER_PATH` that contains path to the *Bin* directory in VulkanSDK installation folder.
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variable `VK_LAYER_PATH` that contains the path to the *Bin* directory in VulkanSDK installation folder.
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Open *DiligentEngine.sln* file in *build/Win64* folder, select configuration and build the engine. Set the desired project
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as startup project (by default, GLTF Viewer will be selected) and run it.
@@ -206,7 +206,7 @@ cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -S . -B ./b
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You can target specific SDK version by refining CMAKE_SYSTEM_VERSION, for instance:
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```
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cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.16299.0 -S . -B ./build/UWP64 -G "Visual Studio 16 2019" -A x64
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cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.17763.0 -S . -B ./build/UWP64 -G "Visual Studio 16 2019" -A x64
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```
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Set the desired project as startup project (by default, GLTF Viewer will be selected) and run it.
@@ -215,7 +215,7 @@ By default, applications will run in D3D12 mode. You can select D3D11 or D3D12 u
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**-mode D3D11**, **-mode D3D12**.
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Note: it is possible to generate solution that targets Windows 8.1 by defining CMAKE_SYSTEM_VERSION=8.1 cmake variable, but it will fail
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to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++11 support.
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to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++14 support.
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<a name="build_and_run_linux"></a>
@@ -286,7 +286,7 @@ To verify that your environment is properly set up, try building the
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Known issues:
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* If native build does not find python executable, add `PYTHON_EXECUTABLE` variable to [CMake arguments in NativeApp's
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build.gradle file](https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L12):
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build.gradle file](https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L16):
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`-DPYTHON_EXECUTABLE=/Path/To/Your/Python36/python.exe`
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* If native build messes up shader_list.h file, go to git and undo the changes.
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@@ -354,7 +354,7 @@ Run the command below from the engine's root folder to generate Xcode project co
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cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -G "Xcode"
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```
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If needed, you can provide iOS deployment target as well as other parameters, e.g.:
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If needed, you can provide iOS deployment target (11.0 or later is required) as well as other parameters, e.g.:
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```cmake
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cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -G "Xcode"
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<a name="build_and_run_integration"></a>
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## Integrating Diligent Engine with Existing Build System
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Diligent has modular structure, so for your project you can only use these
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Diligent has modular structure, so for your project you can only use those
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submodules that implement the required functionality.
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The diagram below shows the dependencies between modules.
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@@ -478,7 +478,7 @@ as all third-party libraries used by the engine. Besides that, you will also nee
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For example, for Windows platform, the list of libraries your project will need to link against may look like this:
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```
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DiligentCore.lib glslang.lib HLSL.lib OGLCompiler.lib OSDependent.lib spirv-cross-core.lib SPIRV.lib SPIRV-Tools-opt.lib SPIRV-Tools.lib glew-static.lib GenericCodeGen.lib MachineIndependent.lib vulkan-1.lib dxgi.lib d3d11.lib d3d12.lib d3dcompiler.lib opengl32.lib
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DiligentCore.lib glslang.lib HLSL.lib OGLCompiler.lib OSDependent.lib spirv-cross-core.lib SPIRV.lib SPIRV-Tools-opt.lib SPIRV-Tools.lib glew-static.lib GenericCodeGen.lib MachineIndependent.lib dxgi.lib d3d11.lib d3d12.lib d3dcompiler.lib opengl32.lib
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```
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Vulkan libraries can be found in [DiligentCore/ThirdParty/vulkan/libs](https://github.com/DiligentGraphics/DiligentCore/tree/master/ThirdParty/vulkan/libs) directory.
@@ -522,8 +522,7 @@ CMake option. Note that any pull request will fail if formatting issues are foun
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Diligent Engine uses extensive validation that is always enabled in Debug build. Some of the checks may be
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enabled in release configurations by setting `DILIGENT_DEVELOPMENT` CMake option.
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To enable PIX events support, download [WinPixEventRuntime](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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and set `DILIGENT_PIX_EVENT_RUNTIME_PATH` CMake variable to the root folder of the package.
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To enable PIX events support, set `DILIGENT_LOAD_PIX_EVENT_RUNTIME` CMake flag.
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<a name="build_and_run_customizing"></a>
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## Customizing Build

Troubleshooting.md

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@@ -18,7 +18,7 @@ git submodule update --recursive
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If you are not using CMake version bundled with Android Studio, make sure your build files are
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[properly configured](https://developer.android.com/studio/projects/add-native-code.html#use_a_custom_cmake_version).
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* When using gcc, make sure the compiler version is at least 7.4.
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* Make sure you build your project with c++11 features enabled.
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* Make sure you build the project with c++14 features enabled.
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* When including Diligent headers, make sure that exactly one of `PLATFORM_WIN32`,
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`PLATFORM_UNIVERSAL_WINDOWS`, `PLATFORM_ANDROID`, `PLATFORM_LINUX`, `PLATFORM_MACOS`, and

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