This is an Effects 11 version of the Direct3D 11 sample DynamicShaderLinkage11. This Direct3D 11 sample demonstrates use of Shader Model 5 shader interfaces and Direct3D 11 support for linking shader interface methods at runtime. It also highlights the considerations that must be taken to achieve good performance. This sample demonstrates the basic usage of the DirectX 11 Compute Shader 4.0 feature to implement a bitonic sort algorithm. This algorithm also demonstrates several techniques that can be used to make efficient use of the shadow map. This sample demonstrates the cascaded shadow map (CSM) algorithm. BasicHLSL11 is a version of the same sample that does not make use of Effects 11. This is a Direct3D 11 version of the Direct3D 10 BasicHLSL10 sample. This sample loads a mesh, create vertex and pixel shaders from files, and then uses the shaders to render the mesh. This sample shows the basic usage of DirectX11 Compute Shader (aka DirectCompute) by implementing array A + array B. While the fully featured Compute Shader 5.0 requires Direct3D 11 hardware, a subset of that-Compute Shader 4.x-runs on existing Direct3D 10-compatible hardware, if the driver supports it. So potentially the technique here could be a fallback solution for future games or other applications that use DirectX 11 hardware tessellation when they are running on devices that support only DirectX 10.x, because Compute Shader 4.0 runs on most DirectX 10.x-capable hardware.Ĭompute Shader allows more general algorithms to be implemented on the GPU. The tessellation schemes implemented here are now identical to the triangle patch-based tessellation of Direct3D11 Tessellator Stage. You can use the radio buttons in the user interface to switch which tessellation schemes to use and observe how the tessellation pattern changes. Graphics Samples AdaptiveTessellationCS40ĪdaptiveTessellationCS40 demonstrates some adaptive tessellation techniques implemented using Compute Shader 4.0. This is Tutorial11 - Tutorial14 updated to use the DXUT for Direct3D 11 framework and Effects 11 library for Windows desktop applications. The original Direct3D 10 tutorial series covered Win32 basics in Tutorial01 - Tutorial07, DXUT in Tutorial08 - Tutorial10, and then Effects 10 in Tutorial11 - Tutorial14. This is Tutorial08 - Tutorial10 updated to use DXUT for Direct3D 11 framework for Windows desktop applications. The original Direct3D 10 tutorial series covered Win32 basics in Tutorial01 - Tutorial07, and DXUT in Tutorial08 - Tutorial10. This is the DirectX SDK's Direct3D 11 tutorial series updated to use the Windows SDK without any dependencies on legacy DirectX SDK content. *_2019 projects build with Visual Studio 2019 using the Windows 10 SDK installed.Where is the DirectX SDK (2021 Edition)?ĭirect3D 9, Direct3D 10, and other legacy DirectX SDK samples can be found in the directx-sdk-legacy-samples repo.Projects for Visual Studio 2019 are provided. They have all been cleaned up to build using the Windows SDK, and DO NOT require the DirectX SDK to build. These are all Windows desktop applications for Windows 7 Service Pack 1 or later. There are three paid plans:Īdditional users can be added to all lans for $59, $69, or $79 per month.This repo contains samples that originally shipped in the legacy DirectX SDK. video Overviewīuildxact has a FREE 14-day trial for up to 1 user. Sign up for a free one-on-one demo, of Buildxact to get started producing quotes and scheduling jobs right away. Takeoffs can be made in less than half the time they used to so you can get to work on the job faster. Point and click estimates make it easy to build custom quotes. Buildxact is an easy-to-use estimating and construction management software designed for managing estimates, purchasing, and scheduling from your phone or in the office.
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