ReadMe.txt 5.9 KB

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  1. EFFECTS FOR DIRECT3D 11 (FX11)
  2. ------------------------------
  3. Copyright (c) Microsoft Corporation. All rights reserved.
  4. November 30, 2015
  5. Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render
  6. state, and runtime variables together.
  7. The source is written for Visual Studio 2010, 2012, 2013, or 2015. It is recommended that you
  8. make use of the Windows 8.1 SDK and Windows 7 Service Pack 1 or later.
  9. Details on using the Windows 8.1 SDK with VS 2010 are described on the Visual C++ Team Blog:
  10. <http://blogs.msdn.com/b/vcblog/archive/2012/11/23/using-the-windows-8-sdk-with-visual-studio-2010-configuring-multiple-projects.aspx>
  11. These components are designed to work without requiring any content from the DirectX SDK. For details,
  12. see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>.
  13. All content and source code for this package are subject to the terms of the MIT License.
  14. <http://opensource.org/licenses/MIT>.
  15. For the latest version of FX11, more detailed documentation, etc., please visit the project site.
  16. http://go.microsoft.com/fwlink/p/?LinkId=271568
  17. -------
  18. SAMPLES
  19. -------
  20. Direct3D Tutorial 11-14
  21. http://code.msdn.microsoft.com/Effects-Tutorial-Win32-b03b8501
  22. BasicHLSLFX11, DynamicShaderLinkageFX11, FixedFuncEMUFX11, InstancingFX11
  23. http://code.msdn.microsoft.com/Effects-11-Win32-Samples-cce82a4d
  24. Note: These samples are also hosted on GitHub - https://github.com/walbourn/directx-sdk-samples
  25. ----------
  26. DISCLAIMER
  27. ----------
  28. 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)
  29. API in the deprecated D3DX9 library. See MSDN for a list of differences compared to the Effects 10 (FX10) library.
  30. https://msdn.microsoft.com/en-us/library/windows/desktop/ff476141.aspx
  31. The Effects 11 library is for use in Win32 desktop applications. FX11 requires the D3DCompiler API be available at runtime
  32. to provide shader reflection functionality, and this API is not deployable for Windows Store apps on Windows 8.0, Windows RT,
  33. or Windows phone 8.0.
  34. The fx_5_0 profile support in the HLSL compiler is deprecated, and does not fully support DirectX 11.1 HLSL features
  35. such as minimum precision types. It is supported in the Windows 8.x SDK version of the HLSL compiler (FXC.EXE) and
  36. D3DCompile API (#46), is supported but generates a deprecation warning with D3DCompile API (#47), and could be removed
  37. in a future update.
  38. ---------------
  39. RELEASE HISTORY
  40. ---------------
  41. November 30, 2015 (11.15)
  42. Updated for VS 2015 Update 1 and Windows 10 SDK (10586)
  43. July 29, 2015 (11.14)
  44. Updated for VS 2015 and Windows 10 SDK RTM
  45. Retired VS 2010 projects
  46. June 17, 2015 (11.13)
  47. Fix for Get/SetFloatVectorArray with an offset
  48. April 14, 2015 (11.12)
  49. More updates for VS 2015
  50. November 24, 2014 (11.11)
  51. Updates for Visual Studio 2015 Technical Preview
  52. July 15, 2014 (11.10)
  53. Minor code review fixes
  54. January 24, 2014 (11.09)
  55. VS 2010 projects now require Windows 8.1 SDK
  56. Added pragma for needed libs to public header
  57. Minor code cleanup
  58. October 21, 2013 (11.08)
  59. Updated for Visual Studio 2013 and Windows 8.1 SDK RTM
  60. July 16, 2013 (11.07)
  61. Added VS 2013 Preview project files
  62. Cleaned up project files
  63. Fixed a number of /analyze issues
  64. June 13, 2013 (11.06)
  65. Added GetMatrixPointerArray, GetMatrixTransposePointerArray, SetMatrixPointerArray, SetMatrixTransposePointerArray methods
  66. Reverted back to BOOL in some cases because sizeof(bool)==1, sizeof(BOOL)==4
  67. Some code-cleanup: minor SAL fix, removed bad assert, and added use of override keyword
  68. February 22, 2013 (11.05)
  69. Cleaned up some warning level 4 warnings
  70. November 6, 2012 (11.04)
  71. Added IUnknown as a base class for all Effects 11 interfaces to simplify use in managed interop sceanrios, although the
  72. lifetime for these objects is still based on the lifetime of the parent ID3DX11Effect object. Therefore reference counting
  73. is ignored for these interfaces.
  74. ID3DX11EffectType, ID3DX11EffectVariable and derived classes, ID3DX11EffectPass,
  75. ID3DX11EffectTechnique, and ID3DX11EffectGroup
  76. October 24, 2012 (11.03)
  77. Removed the dependency on the D3DX11 headers, so FX11 no longer requires the legacy DirectX SDK to build.
  78. It does require the d3dcompiler.h header from either the Windows 8.0 SDK or from the legacy DirectX SDK
  79. Removed references to D3D10 constants and interfaces
  80. Deleted the d3dx11dbg.cpp and d3dx11dbg.h files
  81. Deleted the D3DX11_EFFECT_PASS flags which were never implemented
  82. General C++ code cleanups (nullptr, C++ style casting, stdint.h types, Safer CRT, etc.) which are compatible with Visual C++ 2010 and 2012
  83. SAL2 annotation and /analyze cleanup
  84. Added population of Direct3D debug names for object naming support in PIX and the SDK debug layer
  85. Added additional optional parameter to D3DX11CreateEffectFromMemory to provide a debug name
  86. Added D3DX11CreateEffectFromFile, D3DX11CompileEffectFromMemory, and D3DX11CompileEffectFromFile
  87. June 2010 (11.02)
  88. The DirectX SDK (June 2010) included an update with some minor additional bug fixes. This also included the Effects 11-based
  89. sample DynamicShaderLinkageFX11. This is the last version to support Visual Studio 2008. The source code is located in
  90. Samples\C++\Effects11.
  91. February 2010 (11.01)
  92. An update was shipped with the DirectX SDK (February 2010). This fixed a problem with the library which prevented it from
  93. working correctly on 9.x and 10.x feature levels. This is the last version to support Visual Studio 2005. The source code
  94. is located in Samples\C++\Effects11.
  95. August 2009 (11.00)
  96. The initial release of Effects 11 (FX11) was in the DirectX SDK (August 2009). The source code is located in
  97. Utilities\Source\Effects11. This is essentially the Effects 10 (FX10) system ported to Direct3D 11.0 with
  98. support for effects pools removed and support for groups added.