DirectXTK12/Readme.txt

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DirectXTK - the DirectX Tool Kit for DirectX 12
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Copyright (c) Microsoft Corporation. All rights reserved.
August 1, 2016
This package contains the "DirectX Tool Kit", a collection of helper classes for
writing Direct3D 12 C++ code for Universal Windows Platform (UWP) apps, Win32 desktop
applications for Windows 10, and Xbox One exclusive apps.
This code is designed to build with Visual Studio 2015. It is recommended that you
make use of VS 2015 Update 3 and Windows 10 (November 2015) or later.
Inc\
Public Header Files (in the DirectX C++ namespace):
Audio.h - low-level audio API using XAudio2 (DirectXTK for Audio public header)
CommonStates.h - common D3D state combinations
DDSTextureLoader.h - light-weight DDS file texture loader
DescriptorHeap.h - helper for managing DX12 descriptor heaps
DirectXHelpers.h - misc C++ helpers for D3D programming
Effects.h - set of built-in shaders for common rendering tasks
GamePad.h - gamepad controller helper using XInput
GeometricPrimitive.h - draws basic shapes such as cubes and spheres
GraphicsMemory.h - helper for managing dynamic graphics memory allocation
Keyboard.h - keyboard state tracking helper
Model.h - draws meshes loaded from .SDKMESH or .VBO files
Mouse.h - mouse helper
PrimitiveBatch.h - simple and efficient way to draw user primitives
RenderTargetState.h - helper for communicating render target requirements when creating PSOs
ResourceUploadBatch.h - helper for managing texture resource upload to the GPU
ScreenGrab.h - light-weight screen shot saver
SimpleMath.h - simplified C++ wrapper for DirectXMath
SpriteBatch.h - simple & efficient 2D sprite rendering
SpriteFont.h - bitmap based text rendering
VertexTypes.h - structures for commonly used vertex data formats
WICTextureLoader.h - WIC-based image file texture loader
XboxDDSTextureLoader.h - Xbox One exclusive apps variant of DDSTextureLoader
Src\
DirectXTK source files and internal implementation headers
Audio\
DirectXTK for Audio source files and internal implementation headers
NOTE: MakeSpriteFont and XWBTool can be found in the DirectX Tool Kit for DirectX 11 package.
All content and source code for this package are subject to the terms of the MIT License.
<http://opensource.org/licenses/MIT>.
Documentation is available at <https://github.com/Microsoft/DirectXTK12/wiki>.
For the latest version of DirectX Tool Kit, bug reports, etc. please visit the project site.
http://go.microsoft.com/fwlink/?LinkID=615561
Note: Xbox One exclusive apps developers using the Xbox One XDK need to generate the
Src\Shaders\Compiled\XboxOne*.inc files to build the library as they are not
included in the distribution package. They are built by running the script
in Src\Shaders - "CompileShaders xbox", and should be generated with the matching
FXC compiler from the Xbox One XDK. While they will continue to work if outdated,
a mismatch will cause runtime compilation overhead that would otherwise be avoided.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the
Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
https://opensource.microsoft.com/codeofconduct/
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COMPARISONS TO DIRECTX 11 VERSION
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* No support for loading .CMO models or DGSL effect shaders (i.e. DGSLEffect)
* VertexTypes does not include VertexPositionNormalTangentColorTexture or
VertexPositionNormalTangentColorTextureSkinning
* DirectX Tool Kit for DirectX 11 supports Feature Level 9.3, while DirectX 12 requires
Direct3D Feature Level 11.0. There are no expected DirectX 12 drivers for
any lower feature level devices.
* The library assumes it is building for Windows 10 (aka _WIN32_WINNT=0x0A00) so it makes
use of XAudio 2.9 and WIC2 as well as DirectX 12.
* DirectX Tool Kit for Audio, GamePad, Keyboard, Mouse, and SimpleMath are identical
to the DirectX 11 version
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RELEASE HISTORY
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August 1, 2016
Model effects array is now indexed by part rather than by material
GamePad capabilities information updated for Universal Windows and Xbox One platforms
Specular falloff lighting computation fix in shaders
July 18, 2016
*breaking changes* to CommonStates, DescriptorHeap, Effects, Model,
EffectPipelineStateDescription, and SpriteBatchPipelineStateDescription
- added texture sampler control to Effects and SpriteBatch
- fixed Model control of blend and rasterizer state
- fixed problems with PerPixelLighting control (EffectFactory defaults to per-pixel lighting)
- fixed control of weights-per-vertex optimization for SkinnedEffect
- removed unnecesary "one-light" shader permutations
- fixed bug in AlphaTestEfect implementation
- improved debug messages for misconfigured effects
NormalMapEffect for normal-map with optional specular map rendering
EnvironmentMapEffect now supports per-pixel lighting
Effects updated with SetMatrices and SetColorAndAlpha methods
GraphicsMemory support for SharedGraphicsResource shared_ptr style smart-pointer
PrimitiveBatch fix for DrawQuad
ScreenGrab handles resource state transition
SimpleMath: improved interop with DirectXMath constants
WICTextureLoader module LoadWICTexture* methods
Fixed bugs with GenerateMips for sRGB and BGRA formats
Code cleanup
June 30, 2016
Original release