144 строки
6.4 KiB
Plaintext
144 строки
6.4 KiB
Plaintext
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DirectXTK - the DirectX Tool Kit for DirectX 12
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Copyright (c) Microsoft Corporation. All rights reserved.
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September 1, 2016
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This package contains the "DirectX Tool Kit", a collection of helper classes for
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writing Direct3D 12 C++ code for Universal Windows Platform (UWP) apps, Win32 desktop
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applications for Windows 10, and Xbox One exclusive apps.
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This code is designed to build with Visual Studio 2015. It is recommended that you
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make use of VS 2015 Update 3, Windows Tools 1.4.1, and the
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Windows 10 Anniversary Update SDK (14393).
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Inc\
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Public Header Files (in the DirectX C++ namespace):
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Audio.h - low-level audio API using XAudio2 (DirectXTK for Audio public header)
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CommonStates.h - common D3D state combinations
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DDSTextureLoader.h - light-weight DDS file texture loader
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DescriptorHeap.h - helper for managing DX12 descriptor heaps
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DirectXHelpers.h - misc C++ helpers for D3D programming
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Effects.h - set of built-in shaders for common rendering tasks
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EffectPipelineStateDescription.h - helper for creating PSOs
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GamePad.h - gamepad controller helper using XInput
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GeometricPrimitive.h - draws basic shapes such as cubes and spheres
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GraphicsMemory.h - helper for managing dynamic graphics memory allocation
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Keyboard.h - keyboard state tracking helper
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Model.h - draws meshes loaded from .SDKMESH or .VBO files
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Mouse.h - mouse helper
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PrimitiveBatch.h - simple and efficient way to draw user primitives
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RenderTargetState.h - helper for communicating render target requirements when creating PSOs
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ResourceUploadBatch.h - helper for managing texture resource upload to the GPU
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ScreenGrab.h - light-weight screen shot saver
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SimpleMath.h - simplified C++ wrapper for DirectXMath
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SpriteBatch.h - simple & efficient 2D sprite rendering
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SpriteFont.h - bitmap based text rendering
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VertexTypes.h - structures for commonly used vertex data formats
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WICTextureLoader.h - WIC-based image file texture loader
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XboxDDSTextureLoader.h - Xbox One exclusive apps variant of DDSTextureLoader
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Src\
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DirectXTK source files and internal implementation headers
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Audio\
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DirectXTK for Audio source files and internal implementation headers
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NOTE: MakeSpriteFont and XWBTool can be found in the DirectX Tool Kit for DirectX 11 package.
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All content and source code for this package are subject to the terms of the MIT License.
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<http://opensource.org/licenses/MIT>.
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Documentation is available at <https://github.com/Microsoft/DirectXTK12/wiki>.
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For the latest version of DirectX Tool Kit, bug reports, etc. please visit the project site.
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http://go.microsoft.com/fwlink/?LinkID=615561
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Note: Xbox One exclusive apps developers using the Xbox One XDK need to generate the
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Src\Shaders\Compiled\XboxOne*.inc files to build the library as they are not
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included in the distribution package. They are built by running the script
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in Src\Shaders - "CompileShaders xbox", and should be generated with the matching
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FXC compiler from the Xbox One XDK. While they will continue to work if outdated,
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a mismatch will cause runtime compilation overhead that would otherwise be avoided.
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This project has adopted the Microsoft Open Source Code of Conduct. For more information see the
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Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
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https://opensource.microsoft.com/codeofconduct/
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---------------------------------
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COMPARISONS TO DIRECTX 11 VERSION
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---------------------------------
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* No support for loading .CMO models or DGSL effect shaders (i.e. DGSLEffect)
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* VertexTypes does not include VertexPositionNormalTangentColorTexture or
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VertexPositionNormalTangentColorTextureSkinning
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* DirectX Tool Kit for DirectX 11 supports Feature Level 9.x, while DirectX 12 requires
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Direct3D Feature Level 11.0. There are no expected DirectX 12 drivers for
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any lower feature level devices.
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* The library assumes it is building for Windows 10 (aka _WIN32_WINNT=0x0A00) so it makes
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use of XAudio 2.9 and WIC2 as well as DirectX 12.
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* DirectX Tool Kit for Audio, GamePad, Keyboard, Mouse, and SimpleMath are identical
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to the DirectX 11 version
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---------------
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RELEASE HISTORY
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---------------
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September 1, 2016
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EffectPipelineStateDescription is now in it's own header
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Additional debug object naming
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Fixed Tier 1 hardware support issues with BasicEffect and generating mipmaps
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Fixed default graphics memory alignment to resolve rendering problems on some hardware
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Added forceSRGB optional parameter to SpriteFont ctor
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EffectFactory method EnableForceSRGB added
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Removed problematic ABI::Windows::Foundation::Rect interop for SimpleMath
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Updated D3DX12 internal copy for the Windows 10 Anniversary Update SDK (14393)
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Minor code cleanup
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August 4, 2016
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GraphicsMemory fix for robustness during cleanup
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Regenerated shaders using Windows 10 Anniversary Update SDK (14393)
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August 2, 2016
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Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
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August 1, 2016
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Model effects array is now indexed by part rather than by material
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GamePad capabilities information updated for Universal Windows and Xbox One platforms
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Specular falloff lighting computation fix in shaders
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July 18, 2016
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*breaking changes* to CommonStates, DescriptorHeap, Effects, Model,
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EffectPipelineStateDescription, and SpriteBatchPipelineStateDescription
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- added texture sampler control to Effects and SpriteBatch
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- fixed Model control of blend and rasterizer state
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- fixed problems with PerPixelLighting control (EffectFactory defaults to per-pixel lighting)
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- fixed control of weights-per-vertex optimization for SkinnedEffect
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- removed unnecesary "one-light" shader permutations
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- fixed bug in AlphaTestEfect implementation
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- improved debug messages for misconfigured effects
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NormalMapEffect for normal-map with optional specular map rendering
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EnvironmentMapEffect now supports per-pixel lighting
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Effects updated with SetMatrices and SetColorAndAlpha methods
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GraphicsMemory support for SharedGraphicsResource shared_ptr style smart-pointer
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PrimitiveBatch fix for DrawQuad
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ScreenGrab handles resource state transition
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SimpleMath: improved interop with DirectXMath constants
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WICTextureLoader module LoadWICTexture* methods
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Fixed bugs with GenerateMips for sRGB and BGRA formats
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Code cleanup
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June 30, 2016
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Original release
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