----------------------------------------------- DirectXTK - the DirectX Tool Kit for DirectX 12 ----------------------------------------------- Copyright (c) Microsoft Corporation. All rights reserved. December 13, 2017 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 Update 3 or Visual Studio 2017. It is recommended that you make use of VS 2015 Update 3, Windows Tools 1.4.1, and the Windows 10 Anniversary Update SDK (14393) or VS 2017 with the Windows 10 Fall Creators Update SDK (16299). 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 EffectPipelineStateDescription.h - helper for creating PSOs 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 PostProcess.h - set of built-in shaders for common post-processing operations 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/ --------------------------------- COMPARISONS TO DIRECTX 11 VERSION --------------------------------- * No support for loading .CMO models or DGSL effect shaders (i.e. DGSLEffect) * VertexTypes does not include VertexPositionNormalTangentColorTexture or VertexPositionNormalTangentColorTextureSkinning which were intended for use with the DGSL pipeline. * DirectX Tool Kit for DirectX 11 supports Feature Level 9.x, 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 ------------- RELEASE NOTES ------------- * The VS 2017 projects make use of /permissive- for improved C++ standard conformance. Use of a Windows 10 SDK prior to the Fall Creators Update (16299) or an Xbox One XDK prior to June 2017 QFE 4 may result in failures due to problems with the system headers. You can work around these by deleting /permissive- from the project files which is found in the <AdditionalOptions> element. --------------- RELEASE HISTORY --------------- 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) 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 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 and generateMipsIfMissing parmeters are now a DDS_LOADER flag WICTextureLoader Ex bool forceSRGB and generateMips parameters are now a WIC_LOADER flag Add vertexCount member to ModelMeshPart 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