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Graphics/GraphicsEngineD3D11/readme.md

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@@ -11,10 +11,10 @@ The following code snippet shows how to initialize diligent engine in D3D11 mode
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#include "RenderDeviceFactoryD3D11.h"
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using namespace Diligent;
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// ...
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// ...
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EngineD3D11Attribs DeviceAttribs;
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DeviceAttribs.DebugFlags =
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DeviceAttribs.DebugFlags =
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(Uint32)EngineD3D11DebugFlags::VerifyCommittedShaderResources |
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(Uint32)EngineD3D11DebugFlags::VerifyCommittedResourceRelevance;
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# Interoperability with Direct3D11
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Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers
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and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11
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Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers
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and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11
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device and immediate context.
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## Accessing Native D3D11 objects
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## Creating Diligent Engine Objects from D3D11 Resources
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* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
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* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
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creates a diligent engine buffer object from the native d3d11 buffer
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, ITexture **ppTexture)` -
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, ITexture **ppTexture)` -
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create a diligent engine texture object from the native D3D11 1D texture
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, ITexture **ppTexture)` -
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, ITexture **ppTexture)` -
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create a diligent engine texture object from the native D3D11 2D texture
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)` -
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* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)` -
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create a diligent engine texture object from the native D3D11 3D texture
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## Initializing the Engine by Attaching to Existing D3D11 Device and Immediate Context

Graphics/GraphicsEngineD3D12/readme.md

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@@ -11,11 +11,11 @@ The following code snippet shows how to initialize diligent engine in D3D12 mode
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#include "RenderDeviceFactoryD3D12.h"
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using namespace Diligent;
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// ...
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// ...
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#if ENGINE_DLL
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GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr;
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// Load the dll and import GetEngineFactoryD3D12() function
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LoadGraphicsEngineD3D12(GetEngineFactoryD3D12);
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GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr;
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// Load the dll and import GetEngineFactoryD3D12() function
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LoadGraphicsEngineD3D12(GetEngineFactoryD3D12);
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#endif
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auto *pFactoryD3D11 = GetEngineFactoryD3D12();
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EngineD3D12Attribs EngD3D12Attribs;
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# Interoperability with Direct3D12
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Diligent Engine exposes methods to access internal D3D12 objects, is able to create diligent engine buffers
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and textures from existing Direct3D12 resources, and can be initialized by attaching to existing D3D12
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Diligent Engine exposes methods to access internal D3D12 objects, is able to create diligent engine buffers
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and textures from existing Direct3D12 resources, and can be initialized by attaching to existing D3D12
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device and provide synchronization tools.
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## Accessing Native D3D12 Resources
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## Creating Diligent Engine Objects from D3D12 Resources
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* `void IRenderDeviceD3D12::CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, ITexture **ppTexture)` -
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* `void IRenderDeviceD3D12::CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, ITexture **ppTexture)` -
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creates a diligent engine texture object from native D3D12 resource.
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* `void IRenderDeviceD3D12::CreateBufferFromD3DResource(ID3D12Resource *pd3d12Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
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* `void IRenderDeviceD3D12::CreateBufferFromD3DResource(ID3D12Resource *pd3d12Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
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creates a diligent engine buffer object from native D3D12 resource.
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The method takes a pointer to the native d3d12 resiyrce pd3d12Buffer, buffer description BuffDesc and writes a pointer to the IBuffer
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interface at the memory location pointed to by ppBuffer. The system can recover buffer size, but the rest of the fields of
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The method takes a pointer to the native d3d12 resiyrce pd3d12Buffer, buffer description BuffDesc and writes a pointer to the IBuffer
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interface at the memory location pointed to by ppBuffer. The system can recover buffer size, but the rest of the fields of
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BuffDesc structure need to be populated by the client as they cannot be recovered from d3d12 resource description.
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@@ -91,10 +91,10 @@ void IEngineFactoryD3D12::AttachToD3D12Device(void *pd3d12NativeDevice,
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Uint32 NumDeferredContexts);
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```
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The method takes a pointer to the native D3D12 device `pd3d12NativeDevice`, initialization parameters `EngineAttribs`,
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and returns diligent engine device interface in `ppDevice`, and diligent engine contexts in `ppContexts`. Pointer to the
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immediate goes at position 0. If `NumDeferredContexts` > 0, pointers to deferred contexts go afterwards.
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The function also takes a pointer to the command queue object `pCommandQueue`, which needs to implement
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The method takes a pointer to the native D3D12 device `pd3d12NativeDevice`, initialization parameters `EngineAttribs`,
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and returns diligent engine device interface in `ppDevice`, and diligent engine contexts in `ppContexts`. Pointer to the
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immediate goes at position 0. If `NumDeferredContexts` > 0, pointers to deferred contexts go afterwards.
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The function also takes a pointer to the command queue object `pCommandQueue`, which needs to implement
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`ICommandQueueD3D12` interface.
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For more information about interoperability with D3D12, please visit [Diligent Engine web site](http://diligentgraphics.com/diligent-engine/native-api-interoperability/direct3d12-interoperability/)

Graphics/GraphicsEngineOpenGL/readme.md

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@@ -11,7 +11,7 @@ The following code snippet shows how to initialize diligent engine in OpenGL/GLE
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#include "RenderDeviceFactoryOpenGL.h"
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using namespace Diligent;
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// ...
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// ...
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#if ENGINE_DLL
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GetEngineFactoryOpenGLType GetEngineFactoryOpenGL;
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# Interoperability with OpenGL/GLES
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Diligent Engine exposes methods to access internal OpenGL/GLES objects, is able to create diligent engine buffers
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and textures from existing GL buffer and texture handles, and can be initialized by attaching to existing GL
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Diligent Engine exposes methods to access internal OpenGL/GLES objects, is able to create diligent engine buffers
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and textures from existing GL buffer and texture handles, and can be initialized by attaching to existing GL
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context.
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## Accessing Native GL objects
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## Creating Diligent Engine Objects from OpenGL Handles
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* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, ITexture **ppTexture)` -
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creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle GLHandle, texture description TexDesc,
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and writes the pointer to the created texture object at the memory address pointed to by ppTexture. The engine can automatically
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set texture width, height, depth, mip levels count, and format, but the remaining field of TexDesc structure must be populated by
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the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must
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not destroy it while it is in use by the engine.
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* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, ITexture **ppTexture)` -
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creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle GLHandle, texture description TexDesc,
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and writes the pointer to the created texture object at the memory address pointed to by ppTexture. The engine can automatically
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set texture width, height, depth, mip levels count, and format, but the remaining field of TexDesc structure must be populated by
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the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must
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not destroy it while it is in use by the engine.
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* `void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, IBuffer **ppBuffer)` -
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creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handle GLHandle, buffer description BuffDesc,
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and writes the pointer to the created buffer object at the memory address pointed to by ppBuffer. The engine can automatically
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set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not
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creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handle GLHandle, buffer description BuffDesc,
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and writes the pointer to the created buffer object at the memory address pointed to by ppBuffer. The engine can automatically
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set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not
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take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.
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## Initializing the Engine by Attaching to Existing GL Context

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