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Merge pull request #649 from microsoft/onboardSamplesForDMCSamplesBro…
…wser Onboard remaining Direct3D 12 samples to the DMC Samples Browser.
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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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# Dynamic Indexing Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 dynamic indexing sample | ||
urlFragment: d3d12-dynamic-indexing-sample-win32 | ||
description: Demonstrates the use of new features available in HLSL's Shader Model 5.1—specifically, dynamic indexing and unbounded descriptor tables. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 dynamic indexing sample | ||
![DynamicIndexing GUI](src/D3D12DynamicIndexing.png) | ||
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This sample demonstrates the use of new features available in HLSL's Shader Model 5.1 - specifically dynamic indexing and unbounded descriptor tables. With dynamic indexing, shaders can now index into an array without knowing the value of the index at compile time. When combined with unbounded arrays, this adds another level of indirection and flexibility for shader authors and art pipelines. | ||
This sample demonstrates the use of new features available in HLSL's Shader Model 5.1—specifically, dynamic indexing and unbounded descriptor tables. With dynamic indexing, shaders can now index into an array without knowing the value of the index at compile time. When combined with unbounded arrays, this adds another level of indirection and flexibility for shader authors and art pipelines. | ||
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### Optional Features | ||
### 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. |
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# Execute Indirect Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 execute indirect sample | ||
urlFragment: d3d12-execute-indirect-sample-win32 | ||
description: Demonstrates how to generate dynamic GPU workloads using the graphics command list's [**ID3D12GraphicsCommandList::ExecuteIndirect**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-executeindirect) API. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 execute indirect sample | ||
![ExecuteIndirect GUI](src/D3D12ExecuteIndirect.png) | ||
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This sample demostrates how to generate dynamic GPU workloads using the graphics command list's ExecuteIndirect API. In this sample, a large number of triangles animate across the screen and a compute shader is used to determine which triangles are visible. The draw calls for those triangles are then aggregated into a buffer that is processed by the ExecuteIndirect API so that only those triangles are processed by the graphics pipeline. | ||
This sample demonstrates how to generate dynamic GPU workloads using the graphics command list's [**ID3D12GraphicsCommandList::ExecuteIndirect**](https://docs.microsoft.com/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-executeindirect) API. In this sample, a large number of triangles animate across the screen, and a compute shader is used to determine which triangles are visible. The draw calls for those triangles are then aggregated into a buffer that is processed by the ExecuteIndirect API so that only those triangles are processed by the graphics pipeline. | ||
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### Controls | ||
SPACE bar - toggles the compute shader on and off. | ||
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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. | ||
### 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. |
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# Hello World Samples | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 Hello, World! samples | ||
urlFragment: d3d12-hello-world-samples-win32 | ||
description: This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept, and lays a foundation for all of the Direct3D 12 samples. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 Hello, World! samples | ||
![HelloWorlds GUI](src/D3D12HelloWorlds.png) | ||
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This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept and lays a foundation for all of the Direct3D 12 samples. | ||
## Hello Window Sample | ||
This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept, and lays a foundation for all of the Direct3D 12 samples. | ||
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## Hello, window! sample | ||
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This sample shows you how to create a window, Direct3D device (with debug layers enabled), and present to the window. These are the basic elements that every sample uses. | ||
## Hello Triangle Sample | ||
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## Hello, triangle! sample | ||
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This sample shows you how to draw a static triangle using a vertex buffer. | ||
## Hello Texture Sample | ||
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## Hello, texture! sample | ||
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This sample shows you how to apply a Texture2D to triangle. | ||
## Hello Bundles Sample | ||
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## Hello, bundles! sample | ||
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This sample shows you how to use Bundles to draw a static triangle more efficiently. | ||
## Hello Constant Buffers Sample | ||
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## Hello, constant buffers! sample | ||
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This sample shows you how to animate a triangle using a constant buffer. | ||
## Hello Frame Buffering Sample | ||
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## Hello, frame buffering! sample | ||
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This sample shows you how to use fences and multiple allocators to queue up multiple frames to the GPU. | ||
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### Optional Features | ||
### Optional features | ||
The Texture and Constant Buffer samples have 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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# Heterogeneous Multiadapter Sample | ||
--- | ||
page_type: sample | ||
languages: | ||
- cpp | ||
products: | ||
- windows-api-win32 | ||
name: Direct3D 12 heterogeneous multiadapter sample | ||
urlFragment: d3d12-heterogeneous-multiadapter-sample-win32 | ||
description: Demonstrates how to share workloads among multiple heterogeneous GPUs using shared heaps. | ||
extendedZipContent: | ||
- path: LICENSE | ||
target: LICENSE | ||
--- | ||
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# Direct3D 12 heterogeneous multiadapter sample | ||
![HeterogeneousMultiadapter GUI](src/D3D12HeterogeneousMultiadapter.png) | ||
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This sample demostrates how to share workloads amongst multiple heterogeneous GPUs using shared heaps. In this sample, a large number of triangles are rendered to an intermediate render target on one GPU, then a second GPU performs a blur and presents it to the screen. | ||
This sample demonstrates how to share workloads among multiple heterogeneous GPUs using shared heaps. In this sample, a large number of triangles are rendered to an intermediate render target on one GPU, then a second GPU performs a blur, and presents it to the screen. | ||
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## Requirements | ||
This sample is designed to run on a system with more than one GPU. This sample particularly targets hybrid laptops with a high performance discrete GPU and a lower performance integrated GPU. | ||
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For demonstration purposes, this sample will also run on a system with a single GPU and will use the software WARP adapter as the second GPU. You will need to install the "Graphics Tools" feature to make the DirectX 12 WARP rasterizer available. This can be done either by pressing ALT+F5 in Visual Studio (which launches the Graphics Debugger and automatically installs the feature if it is not available), or by navigating to the "Manage Optional Features" page in the Settings app and manually adding it from there. It should be noted, however, that the sample puts the primary workload on the adapter that is not connected to the display - which happens to be the WARP adapter - so it will actually run slower in this configuration than if there was no secondary adapter used at all. | ||
For demonstration purposes, this sample will also run on a system with a single GPU and will use the software WARP adapter as the second GPU. You will need to install the **Graphics tools** feature to make the DirectX 12 WARP rasterizer available. This can be done either by pressing ALT+F5 in Visual Studio (which launches the Graphics Debugger, and automatically installs the feature if it is not available), or by navigating to the **Manage optional features** page in the Windows **Settings** app, and manually adding it from there. It should be noted, however, that the sample puts the primary workload on the adapter that is not connected to the display—which happens to be the WARP adapter—so it will actually run slower in this configuration than if there was no secondary adapter used at all. | ||
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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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