10 KiB
10 KiB
DirectX Tool Kit for DirectX 12
http://go.microsoft.com/fwlink/?LinkID=615561
Release available for download on GitHub
Release History
May 10, 2020
- ResourceUploadBatch updated to support usage with copy & compute queues
Transition
methods added for GeometricPrimtive and Model for use with static VBs/IBs- WICTextureLoader updated with new loader flags:
FORCE_RGBA32
,FIT_POW2
, andMAKE_SQUARE
- SimpleMath no longer forces use of d3d11.h or d3d12.h (can be used with d3d9.h for example)
- DirectX Tool Kit for Audio updated with SoundStreamInstance class for async I/O playback from XACT-style streaming wavebanks
- Code cleanup
- Updated D3DX12 internal copy to Windows 10 SDK (19041) version
April 3, 2020
- Updated D3DX12 internal copy to latest version
- SpriteFont MeasureString / MeasureDrawBounds fixes for !ignoreWhitespace
- Regenerated shaders using Windows 10 SDK (19041)
- Upgraded to use root signature 1.1 which requires Windows 10 (14393) or later
- Code review (constexpr / noexcept usage)
- CMake updated for PCH usage with 3.16 or later
February 24, 2020
- breaking change
Model::CreateFrom*
parameter order changed and addded ModelLoaderFlags - Added
ignoreWhitespace
defaulted parameter to SpriteFont Measure methods - Sync'd DirectX Tool Kit for Audio and GamePad with DX11 version
- Fixed encoding issue with Utilities.fxh
- Code and project cleanup
- Retired VS 2015 projects
December 17, 2019
- Added ARM64 platform to VS 2019 Win32 desktop Win10 project
- Added Vector
operator/
by float scalar to SimpleMath - Added
GetStatistics
method to GraphicsMemory - Reduced fence object usage in GraphicsMemory's LinearAllocator
- Updated CMake project
- Code cleaup
October 17, 2019
- Added optional
forceSRGB
parameter to SaveWICTextureToFile - GamePad updated to report VID/PID (when supported)
- Minor code cleanup
August 21, 2019
- Updated D3DX12 internal copy to latest version
- Code cleanup
June 30, 2019
- Clang/LLVM warning cleanup
- Renamed
DirectXTK_Windows10.vcxproj
to_Windows10_2017.vcxproj
- Added VS 2019 UWP project
May 30, 2019
- PBREffect updated with additional set methods
- Additional debugging output for GraphicsMemory in error cases
- Added CMake project files
- Code cleanup
April 26, 2019
- Updated auto-generated mipmaps support to make it more robust
- Added optional
LoadStaticBuffers
method for GeometricPrimitive - Added VS 2019 desktop projects
- Fixed guards w.r.t. to windows.h usage in Keyboard/Mouse headers
- Added C++/WinRT SetWindow helper to Keyboard/Mouse
- Update HLSL script to use Shader Model 5.1 instead of 5.0
- Code cleanup
February 7, 2019
- Model now supports loading SDKMESH v2 models
- PBREffectFactory added to support PBR materials
- PBREffect and NormalMapEffect shaders updated to support
BC5_UNORM
compressed normal maps - SpriteFont: DrawString overloads for UTF-8 chars in addition to UTF-16LE wide chars
- Fixed bug with GraphicsMemory dtor introduced with mGPU handling
- Made library agonstic to legacy Windows SDK pix.h vs. latest pix3.h from NuGet
November 16, 2018
- VS 2017 updated for Windows 10 October 2018 Update SDK (17763)
- ARM64 platform configurations added to UWP projects
- Minor code review
October 31, 2018
- Model loader for SDKMESH now attempts to use legacy DE3CN compressed normals
- This is an approximation only and emits a warning in debug builds
- IEffectTextureFactory's CreateTexture interface method now returns the 'slot'
- This is for use with
GetResource
method
- This is for use with
- Minor code review
October 25, 2018
- Use UTF-8 instead of ANSI for narrow strings
- Updated D3DX12 internal copy to latest version
- Improved debug diagnostics
- Minor code review
September 13, 2018
- Broke DescriptorHeap header dependency on D3DX12.H
August 17, 2018
- Improved validation for 16k textures and other large resources
- Improved debug output for failed texture loads and screengrabs
- Updated for VS 2017 15.8
- Code cleanup
July 3, 2018
- Model
LoadStaticBuffers
method to use static vs. dynamic VB/IB - breaking change Custom Model loaders and renderers should be updated for changes to ModelMeshPart
- ModelMeshPart DrawInstanced method added
- Code and project cleanup
May 31, 2018
- VS 2017 updated for Windows 10 April 2018 Update SDK (17134)
- Regenerated shaders using Windows 10 April 2018 Update SDK (17134)
May 14, 2018
- EffectPipelineStateDescription updated with GetDesc method
- Updated for VS 2017 15.7 update warnings
- Code and project cleanup
April 23, 2018
AlignUp
,AlignDown
template functions in DirectXHelpers.h- ScopedBarrier added to DirectXHelpers.h
- Mouse support for cursor visibility
- SimpleMath and VertexTypes updated with default copy and move ctors
- SimpleMath updates to use constexpr
- Basic multi-GPU support added
- More debug object naming for PIX
- PostProcess updated with 'big triangle' optimization
- Code and project file cleanup
February 7, 2018
- Mouse fix for cursor behavior when using Remote Desktop for Win32
- Updated for a few more VS 2017 warnings
December 13, 2017
- PBREffect and DebugEffect added
- NormalMapEffect no longer requires or uses explicit vertex tangents
- Updated for VS 2017 15.5 update warnings
- Code cleanup
November 1, 2017
- VS 2017 updated for Windows 10 Fall Creators Update SDK (16299)
- Regenerated shaders using Windows 10 Fall Creators Update SDK (16299)
- Updated D3DX12 internal copy to latest version
September 22, 2017
- Updated for VS 2017 15.3 update
/permissive-
changes - ScreenGrab updated to use non-sRGB metadata for PNG
- Mouse use of WM_INPUT updated for Remote Desktop scenarios
July 28, 2017
- Fix for WIC writer when codec target format requires a palette
- Fix for error detection in ResourceUploadBatch::End method
- Code cleanup
June 21, 2017
- Post-processing support
- Added DescriptorPile utility class
- SDKMESH loader fix when loading legacy files with all zero materials
- DirectXTK for Audio: Minor fixes for environmental audio
- Optimized root signatures for Effects shaders
- Minor code cleanup
April 24, 2017
- Regenerated shaders using Windows 10 Creators Update SDK (15063)
- Fixed NormalMapEffect shader selection for specular texture usage
- Fixed Direct3D validation layer issues when using Creators Update
- Fixed AudioEngine enumeration when using Single Threaded Apartment (STA)
- Fixed bug with GamePad (
Windows.Gaming.Input
) when no user bound - Updated D3DX12 internal copy to latest version
April 7, 2017
- VS 2017 updated for Windows Creators Update SDK (15063)
- XboxDDSTextureLoader updates
February 10, 2017
- SpriteBatch default rasterizer state now matches DirectX 11 version
- DDSTextureLoader now supports loading planar video format textures
- GamePad now supports special value of -1 for 'most recently connected controller'
- WIC format 40bppCMYKAlpha should be converted to RGBA8 rather than RGBA16
- DDS support for L8A8 with bitcount 8 rather than 16
- Updated D3DX12 internal copy to latest version
- Minor code cleanup
December 5, 2016
- Mouse and Keyboard classes updated with IsConnected method
- Windows10 project /ZW switch removed to support use in C++/WinRT projection apps
- VS 2017 RC projects added
- Updated D3DX12 internal copy to latest version
- Minor code cleanup
October 6, 2016
- SDKMESH loader and BasicEffects support for compressed vertex normals with biasing
- breaking change
- DDSTextureLoader Ex bool
forceSRGB
andgenerateMipsIfMissing
parmeters are now aDDS_LOADER
flag - WICTextureLoader Ex bool
forceSRGB
andgenerateMips
parameters are now aWIC_LOADER
flag - Add
vertexCount
member to ModelMeshPart
- DDSTextureLoader Ex bool
- Minor code cleanup
September 15, 2016
- Rebuild shaders using 1.0 Root Signature for improved compatibility
- Minor code cleanup
September 1, 2016
- EffectPipelineStateDescription is now in it's own header
- Additional debug object naming
- Fixed Tier 1 hardware support issues with BasicEffect and generating mipmaps
- Fixed default graphics memory alignment to resolve rendering problems on some hardware
- Added
forceSRGB
optional parameter to SpriteFont ctor - EffectFactory method
EnableForceSRGB
added - Removed problematic ABI::Windows::Foundation::Rect interop for SimpleMath
- Updated D3DX12 internal copy for the Windows 10 Anniversary Update SDK (14393)
- Minor code cleanup
August 4, 2016
- GraphicsMemory fix for robustness during cleanup
- Regenerated shaders using Windows 10 Anniversary Update SDK (14393)
August 2, 2016
- Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
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