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Onboard remaining Direct3D 12 samples to the DMC Samples Browser.
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sebmerry authored Sep 18, 2020
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6 changes: 3 additions & 3 deletions Samples/Desktop/D3D1211On12/readme.md
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- cpp
products:
- windows-api-win32
name: 11 on 12 Sample
urlFragment: 11-on-12-sample-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
---

# 11 on 12 Sample
# Direct3D 12 11-on-12 sample

![11On12 GUI](src/D3D1211On12.png)

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11 changes: 5 additions & 6 deletions Samples/Desktop/D3D12Bundles/readme.md
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- cpp
products:
- windows-api-win32
name: Bundles Sample
urlFragment: bundles-sample-win32
name: Direct3D 12 bundles sample
urlFragment: d3d12-bundles-sample-win32
description: Demonstrates the use of Direct3D 12 bundles.
extendedZipContent:
- path: LICENSE
target: LICENSE
---


# Bundles Sample
# Direct3D 12 bundles sample

![Bundles GUI](src/D3D12Bundles.png)

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.

## 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.
18 changes: 16 additions & 2 deletions Samples/Desktop/D3D12DepthBoundsTest/readme.md
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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
---

# Direct3D 12 depth bounds test sample
![DepthBounds GUI](src/D3D12DepthBoundsTest.png)

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.

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).
20 changes: 17 additions & 3 deletions Samples/Desktop/D3D12DynamicIndexing/readme.md
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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
---

# Direct3D 12 dynamic indexing sample
![DynamicIndexing GUI](src/D3D12DynamicIndexing.png)

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.

### 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.
22 changes: 18 additions & 4 deletions Samples/Desktop/D3D12ExecuteIndirect/readme.md
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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
---

# Direct3D 12 execute indirect sample
![ExecuteIndirect GUI](src/D3D12ExecuteIndirect.png)

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.

### Controls
SPACE bar - toggles the compute shader on and off.

### 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.
18 changes: 16 additions & 2 deletions Samples/Desktop/D3D12Fullscreen/readme.md
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# Fullscreen sample
---
page_type: sample
languages:
- cpp
products:
- windows-api-win32
name: Direct3D 12 fullscreen sample
urlFragment: d3d12-fullscreen-sample-win32
description: Illustrates how to handle fullscreen <-> windowed transitions and window resizing in DirectX 12.
extendedZipContent:
- path: LICENSE
target: LICENSE
---

# Direct3D 12 fullscreen sample
![Fullscreen GUI](src/D3D12Fullscreen.png)

This sample illustrates how to handle fullscreen <-> windowed transitions and window resizing in DirectX 12.
Expand All @@ -7,5 +21,5 @@ This sample illustrates how to handle fullscreen <-> windowed transitions and wi
SPACE bar - toggles between windowed and fullscreen modes.
LEFT/RIGHT arrow keys - changes the resolution of the scene.

### 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.
18 changes: 16 additions & 2 deletions Samples/Desktop/D3D12HDR/readme.md
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# HDR sample
---
page_type: sample
languages:
- cpp
products:
- windows-api-win32
name: Direct3D 12 HDR sample
urlFragment: d3d12-hdr-sample-win32
description: Illustrates how to render HDR content, and detect whether the current display supports it.
extendedZipContent:
- path: LICENSE
target: LICENSE
---

# Direct3D 12 HDR sample
![HDR GUI](src/D3D12HDR.png)

This sample illustrates how to render HDR content and detect whether the current display supports it.
This sample illustrates how to render HDR content, and detect whether the current display supports it.

### Controls
SPACE bar/ALT+ENTER - toggles between windowed and fullscreen modes.
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44 changes: 35 additions & 9 deletions Samples/Desktop/D3D12HelloWorld/readme.md
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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
---

# Direct3D 12 Hello, World! samples
![HelloWorlds GUI](src/D3D12HelloWorlds.png)

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.

## Hello, window! sample

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

## Hello, triangle! sample

This sample shows you how to draw a static triangle using a vertex buffer.
## Hello Texture Sample

## Hello, texture! sample

This sample shows you how to apply a Texture2D to triangle.
## Hello Bundles Sample

## Hello, bundles! sample

This sample shows you how to use Bundles to draw a static triangle more efficiently.
## Hello Constant Buffers Sample

## Hello, constant buffers! sample

This sample shows you how to animate a triangle using a constant buffer.
## Hello Frame Buffering Sample

## Hello, frame buffering! sample

This sample shows you how to use fences and multiple allocators to queue up multiple frames to the GPU.

### 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.
22 changes: 18 additions & 4 deletions Samples/Desktop/D3D12HeterogeneousMultiadapter/readme.md
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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
---

# Direct3D 12 heterogeneous multiadapter sample
![HeterogeneousMultiadapter GUI](src/D3D12HeterogeneousMultiadapter.png)

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.

## 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.

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&mdash;which happens to be the WARP adapter&mdash;so it will actually run slower in this configuration than if there was no secondary adapter used at all.

### 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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