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@ -10,7 +10,7 @@ Copyright (c) Microsoft Corporation.
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This package contains the "DirectX Tool Kit", a collection of helper classes for writing Direct3D 12 C++ code for Universal Windows Platform (UWP) apps for Windows 11 / Windows 10, game titles for Xbox Series X\|S / Xbox One, and Win32 desktop applications for Windows 11 / Windows 10.
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This code is designed to build with Visual Studio 2017 ([15.9](https://walbourn.github.io/vs-2017-15-9-update/)), Visual Studio 2019, Visual Studio 2022, or clang for Windows v11 or later. Use of the Windows 10 May 2020 Update SDK ([19041](https://walbourn.github.io/windows-10-may-2020-update-sdk/)) or later is required.
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This code is designed to build with Visual Studio 2017 ([15.9](https://walbourn.github.io/vs-2017-15-9-update/)), Visual Studio 2019 ([16.4](https://walbourn.github.io/vs-2019-update-4/) or later), Visual Studio 2022, or clang for Windows v11 or later. Use of the Windows 10 May 2020 Update SDK ([19041](https://walbourn.github.io/windows-10-may-2020-update-sdk/)) or later is required.
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These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see [Where is the DirectX SDK?](https://aka.ms/dxsdk).
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@ -92,6 +92,8 @@ For the latest version of DirectXTK12, bug reports, etc. please visit the projec
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* The UWP projects and the Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or later to build, with the ARM64 toolset installed.
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* When using clang/LLVM for the ARM64 platform, the Windows 11 SDK ([22000](https://walbourn.github.io/windows-sdk-for-windows-11/)) is required.
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* The ``CompileShaders.cmd`` script must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
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## Support
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