@@ -56,7 +56,7 @@ or [gfx-portability](https://github.com/gfx-rs/portability).
56
56
* Descriptor and memory management
57
57
* Shader resource reflection
58
58
* Async compute and multiple command queues
59
- * Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state of the art capabilities
59
+ * Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state-of- the- art capabilities
60
60
* Extensive validation and error reporting
61
61
* Modern c++ features to make the code fast and reliable
62
62
* 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"
177
177
:warning : In current implementation, full path to cmake build folder ** must not contain white spaces** .
178
178
179
179
To enable Vulkan validation layers, you will need to download [ Vulkan SDK] ( https://www.lunarg.com/vulkan-sdk/ ) and add environemt
180
- variable ` VK_LAYER_PATH ` that contains path to the * Bin* directory in VulkanSDK installation folder.
180
+ variable ` VK_LAYER_PATH ` that contains the path to the * Bin* directory in VulkanSDK installation folder.
181
181
182
182
Open * DiligentEngine.sln* file in * build/Win64* folder, select configuration and build the engine. Set the desired project
183
183
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
206
206
You can target specific SDK version by refining CMAKE_SYSTEM_VERSION, for instance:
207
207
208
208
```
209
- 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
209
+ 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
210
210
```
211
211
212
212
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
215
215
** -mode D3D11** , ** -mode D3D12** .
216
216
217
217
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
218
- to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++11 support.
218
+ to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++14 support.
219
219
220
220
221
221
<a name =" build_and_run_linux " ></a >
@@ -286,7 +286,7 @@ To verify that your environment is properly set up, try building the
286
286
Known issues:
287
287
288
288
* If native build does not find python executable, add ` PYTHON_EXECUTABLE ` variable to [ CMake arguments in NativeApp's
289
- build.gradle file] ( https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L12 ) :
289
+ build.gradle file] ( https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L16 ) :
290
290
` -DPYTHON_EXECUTABLE=/Path/To/Your/Python36/python.exe `
291
291
* If native build messes up shader_list.h file, go to git and undo the changes.
292
292
@@ -354,7 +354,7 @@ Run the command below from the engine's root folder to generate Xcode project co
354
354
cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -G "Xcode"
355
355
```
356
356
357
- If needed, you can provide iOS deployment target as well as other parameters, e.g.:
357
+ If needed, you can provide iOS deployment target (11.0 or later is required) as well as other parameters, e.g.:
358
358
359
359
``` cmake
360
360
cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -G "Xcode"
@@ -386,7 +386,7 @@ Last tested LunarG SDK version: 1.2.176.1.
386
386
<a name =" build_and_run_integration " ></a >
387
387
## Integrating Diligent Engine with Existing Build System
388
388
389
- Diligent has modular structure, so for your project you can only use these
389
+ Diligent has modular structure, so for your project you can only use those
390
390
submodules that implement the required functionality.
391
391
The diagram below shows the dependencies between modules.
392
392
@@ -478,7 +478,7 @@ as all third-party libraries used by the engine. Besides that, you will also nee
478
478
For example, for Windows platform, the list of libraries your project will need to link against may look like this:
479
479
480
480
```
481
- 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
481
+ 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
482
482
```
483
483
484
484
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
522
522
Diligent Engine uses extensive validation that is always enabled in Debug build. Some of the checks may be
523
523
enabled in release configurations by setting ` DILIGENT_DEVELOPMENT ` CMake option.
524
524
525
- To enable PIX events support, download [ WinPixEventRuntime] ( https://devblogs.microsoft.com/pix/winpixeventruntime/ )
526
- and set ` DILIGENT_PIX_EVENT_RUNTIME_PATH ` CMake variable to the root folder of the package.
525
+ To enable PIX events support, set ` DILIGENT_LOAD_PIX_EVENT_RUNTIME ` CMake flag.
527
526
528
527
<a name =" build_and_run_customizing " ></a >
529
528
## Customizing Build
0 commit comments