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