151 lines
6.1 KiB
Plaintext
151 lines
6.1 KiB
Plaintext
EFFECTS FOR DIRECT3D 11 (FX11)
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------------------------------
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Copyright (c) Microsoft Corporation. All rights reserved.
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March 10, 2017
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Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render
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state, and runtime variables together.
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The source is written for Visual Studio 2013 or 2015. It is recommended that you
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make use of VS 2013 Update 5, VS 2015 Update 2, and Windows 7 Service Pack 1 or later.
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These components are designed to work without requiring any content from the DirectX SDK. For details,
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see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>.
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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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For the latest version of FX11, more detailed documentation, etc., please visit the project site.
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http://go.microsoft.com/fwlink/p/?LinkId=271568
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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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SAMPLES
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-------
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Direct3D Tutorial 11-14
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BasicHLSLFX11, DynamicShaderLinkageFX11, FixedFuncEMUFX11, InstancingFX11
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These samples are hosted on GitHub <https://github.com/walbourn/directx-sdk-samples>
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----------
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DISCLAIMER
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----------
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Effects 11 is being provided as a porting aid for older code that makes use of the Effects 10 (FX10) API or Effects 9 (FX9)
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API in the deprecated D3DX9 library. See MSDN for a list of differences compared to the Effects 10 (FX10) library.
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https://msdn.microsoft.com/en-us/library/windows/desktop/ff476141.aspx
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The Effects 11 library is for use in Win32 desktop applications. FX11 requires the D3DCompiler API be available at runtime
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to provide shader reflection functionality, and this API is not deployable for Windows Store apps on Windows 8.0, Windows RT,
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or Windows phone 8.0.
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The fx_5_0 profile support in the HLSL compiler is deprecated, and does not fully support DirectX 11.1 HLSL features
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such as minimum precision types. It is supported in the Windows 8.1 SDK version of the HLSL compiler (FXC.EXE) and
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D3DCompile API (#46), is supported but generates a deprecation warning with D3DCompile API (#47), and could be removed
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in a future update.
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---------------
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RELEASE HISTORY
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---------------
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March 10, 2017 (11.19)
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Add VS 2017 projects
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Minor code cleanup
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September 15, 2016 (11.18)
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Minor code cleanup
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August 2, 2016 (11.17)
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Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
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Added 'D' suffix to debug libraries per request
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April 26, 2016 (11.16)
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Retired VS 2012 projects
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Minor code and project file cleanup
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November 30, 2015 (11.15)
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Updated for VS 2015 Update 1 and Windows 10 SDK (10586)
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July 29, 2015 (11.14)
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Updated for VS 2015 and Windows 10 SDK RTM
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Retired VS 2010 projects
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June 17, 2015 (11.13)
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Fix for Get/SetFloatVectorArray with an offset
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April 14, 2015 (11.12)
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More updates for VS 2015
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November 24, 2014 (11.11)
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Updates for Visual Studio 2015 Technical Preview
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July 15, 2014 (11.10)
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Minor code review fixes
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January 24, 2014 (11.09)
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VS 2010 projects now require Windows 8.1 SDK
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Added pragma for needed libs to public header
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Minor code cleanup
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October 21, 2013 (11.08)
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Updated for Visual Studio 2013 and Windows 8.1 SDK RTM
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July 16, 2013 (11.07)
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Added VS 2013 Preview project files
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Cleaned up project files
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Fixed a number of /analyze issues
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June 13, 2013 (11.06)
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Added GetMatrixPointerArray, GetMatrixTransposePointerArray, SetMatrixPointerArray, SetMatrixTransposePointerArray methods
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Reverted back to BOOL in some cases because sizeof(bool)==1, sizeof(BOOL)==4
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Some code-cleanup: minor SAL fix, removed bad assert, and added use of override keyword
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February 22, 2013 (11.05)
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Cleaned up some warning level 4 warnings
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November 6, 2012 (11.04)
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Added IUnknown as a base class for all Effects 11 interfaces to simplify use in managed interop sceanrios, although the
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lifetime for these objects is still based on the lifetime of the parent ID3DX11Effect object. Therefore reference counting
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is ignored for these interfaces.
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ID3DX11EffectType, ID3DX11EffectVariable and derived classes, ID3DX11EffectPass,
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ID3DX11EffectTechnique, and ID3DX11EffectGroup
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October 24, 2012 (11.03)
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Removed the dependency on the D3DX11 headers, so FX11 no longer requires the legacy DirectX SDK to build.
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It does require the d3dcompiler.h header from either the Windows 8.0 SDK or from the legacy DirectX SDK
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Removed references to D3D10 constants and interfaces
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Deleted the d3dx11dbg.cpp and d3dx11dbg.h files
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Deleted the D3DX11_EFFECT_PASS flags which were never implemented
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General C++ code cleanups (nullptr, C++ style casting, stdint.h types, Safer CRT, etc.) which are compatible with Visual C++ 2010 and 2012
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SAL2 annotation and /analyze cleanup
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Added population of Direct3D debug names for object naming support in PIX and the SDK debug layer
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Added additional optional parameter to D3DX11CreateEffectFromMemory to provide a debug name
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Added D3DX11CreateEffectFromFile, D3DX11CompileEffectFromMemory, and D3DX11CompileEffectFromFile
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June 2010 (11.02)
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The DirectX SDK (June 2010) included an update with some minor additional bug fixes. This also included the Effects 11-based
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sample DynamicShaderLinkageFX11. This is the last version to support Visual Studio 2008. The source code is located in
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Samples\C++\Effects11.
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February 2010 (11.01)
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An update was shipped with the DirectX SDK (February 2010). This fixed a problem with the library which prevented it from
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working correctly on 9.x and 10.x feature levels. This is the last version to support Visual Studio 2005. The source code
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is located in Samples\C++\Effects11.
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August 2009 (11.00)
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The initial release of Effects 11 (FX11) was in the DirectX SDK (August 2009). The source code is located in
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Utilities\Source\Effects11. This is essentially the Effects 10 (FX10) system ported to Direct3D 11.0 with
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support for effects pools removed and support for groups added.
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