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Merge pull request #669 from microsoft/master
Bring bug fixes and readme updates to the develop branch
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################################################################################ | ||
# This .gitignore file was automatically created by Microsoft(R) Visual Studio. | ||
# This .gitignore file is manually maintained | ||
################################################################################ | ||
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/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingMiniEngineSample/dxcompiler.dll | ||
/Libraries/D3D12RaytracingFallback/src/FallbackLayerUnitTests/x64/ | ||
/Packages | ||
/Samples/Desktop/D3D12Raytracing/src/.vs/D3D12Raytracing/v16 | ||
/Samples/Desktop/D3D12xGPU/src/D3D12xGPU.vcxproj.user | ||
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/.vs/DirectX-Graphics-Samples/v16/Browse.VC.db | ||
/.vs/DirectX-Graphics-Samples/v16/.suo | ||
/.vs/DirectX-Graphics-Samples/v16 | ||
/.vs | ||
/MiniEngine/ModelViewer/.vs/ModelViewer_VS16/v16/Browse.VC.opendb | ||
/MiniEngine/Build_VS16/x64/Release/Intermediate | ||
/MiniEngine/Build_VS16/x64/Release/Output | ||
/MiniEngine/Build_VS16/x64 | ||
/Samples/Desktop/D3D12Raytracing/Build_VS16/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/obj/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/D3D12RaytracingHelloWorld.vcxproj.user | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/bin/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingLibrarySubobjects/obj/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingLibrarySubobjects/D3D12RaytracingLibrarySubobjects.vcxproj.user | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingLibrarySubobjects/bin/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingMiniEngineSample/ModelViewer_VS16.vcxproj.user | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingProceduralGeometry/obj/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingProceduralGeometry/D3D12RaytracingProceduralGeometry.vcxproj.user | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingProceduralGeometry/bin/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingRealTimeDenoisedAmbientOcclusion/Profile.csv | ||
/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingRealTimeDenoisedAmbientOcclusion/obj/x64 | ||
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/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSimpleLighting/obj/x64 | ||
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/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSimpleLighting/bin/x64 | ||
/Samples/Desktop/D3D12Raytracing/src/.vs/D3D12Raytracing/v15 | ||
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# 11 on 12 Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 11-on-12 sample | ||
urlFragment: d3d12-11-on-12-sample-win32 | ||
description: Demonstrates how to use Direct3D 11-based rendering in combination with Direct3D 12. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 11-on-12 sample | ||
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![11On12 GUI](src/D3D1211On12.png) | ||
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This sample demonstrates how to use Direct3D 11 based rendering in combination with Direct3D 12 by sharing devices, command queues and resources between the 2 API versions. The sample illustrates this by using Direct2D to render a UI over Direct3D 12 content. This ability to share resources between runtimes makes porting apps/engines to 12 simpler as entire 11-based components, such as a UI system, can remain virtually untouched. | ||
This sample demonstrates how to use Direct3D 11 based rendering in combination with Direct3D 12 by sharing devices, command queues and resources between the 2 API versions. The sample illustrates this by using Direct2D to render a UI over Direct3D 12 content. This ability to share resources between runtimes makes porting apps/engines to 12 simpler as entire 11-based components, such as a UI system, can remain virtually untouched. |
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# Bundles Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 bundles sample | ||
urlFragment: d3d12-bundles-sample-win32 | ||
description: Demonstrates the use of Direct3D 12 bundles. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 bundles sample | ||
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![Bundles GUI](src/D3D12Bundles.png) | ||
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This sample demonstrates the use of Direct3D 12 Bundles. An app can use Bundles to group a small number of API commands together for execution later. When a Bundle is created, the driver will perform as much pre-processing as possible to make it inexpensive to execute the Bundle later. Part of this pre-processing means that there are certain restrictions on what operations can be performed within a Bundle. | ||
This sample demonstrates the use of Direct3D 12 bundles. An app can use bundles to group a small number of API commands together for execution later. When a bundle is created, the driver will perform as much pre-processing as possible to make it inexpensive to execute the bundle later. Part of this pre-processing means that there are certain restrictions on what operations can be performed within a bundle. | ||
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## Optional features | ||
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### Optional Features | ||
This sample has been updated to build against the Windows 10 Anniversary Update SDK. In this SDK a new revision of Root Signatures is available for Direct3D 12 apps to use. Root Signature 1.1 allows for apps to declare when descriptors in a descriptor heap won't change or the data descriptors point to won't change. This allows the option for drivers to make optimizations that might be possible knowing that something (like a descriptor or the memory it points to) is static for some period of time. | ||
This sample has been updated to build against the Windows 10 Anniversary Update SDK. In this SDK a new revision of Root Signatures is available for Direct3D 12 apps to use. Root Signature 1.1 allows for apps to declare when descriptors in a descriptor heap won't change or the data descriptors point to won't change. This allows the option for drivers to make optimizations that might be possible knowing that something (like a descriptor or the memory it points to) is static for some period of time. |
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# Depth Bounds Test Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 depth bounds test sample | ||
urlFragment: d3d12-depth-bounds-test-sample-win32 | ||
description: Demonstrates the depth bound test in Direct3D 12. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 depth bounds test sample | ||
![DepthBounds GUI](src/D3D12DepthBoundsTest.png) | ||
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This sample demonstrates the depth bound test in Direct3D 12. | ||
Depth-bounds testing allows pixels to be discarded if the currently-stored depth value is outside the range specified by Min and Max, inclusive. | ||
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See more detail about depth bounds test in the following page. https://msdn.microsoft.com/en-us/library/windows/desktop/mt492658(v=vs.85).aspx | ||
For more detail about depth bounds test, see [**ID3D12GraphicsCommandList1::OMSetDepthBounds**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist1-omsetdepthbounds). |
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