EFFECTS FOR DIRECT3D 11 (FX11)
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Copyright (c) Microsoft Corporation. All rights reserved.
April 26, 2019
Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render
state, and runtime variables together.
This code is designed to build with Visual Studio 2015 Update 3, Visual Studio 2017,
or Visual Studio 2019. It is recommended that you make use of VS 2015 Update 3,
Windows Tools 1.4.1, and the Windows 10 Anniversary Update SDK (14393) -or-
VS 2017 (15.9 update) / VS 2019 with the Windows 10 October 2018 Update SDK (17763).
These components are designed to work without requiring any content from the
legacy DirectX SDK. For details, see "Where is the DirectX SDK?"
<https://aka.ms/dxsdk>.
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
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the
Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
https://opensource.microsoft.com/codeofconduct/
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SAMPLES
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Direct3D Tutorial 11-14
BasicHLSLFX11, DynamicShaderLinkageFX11, FixedFuncEMUFX11, InstancingFX11
These samples are hosted on GitHub <https://github.com/walbourn/directx-sdk-samples>
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DISCLAIMER
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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 8.1 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.
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RELEASE HISTORY
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April 26, 2019 (11.26)
Added VS 2019 desktop projects
VS 2017 updated for Windows 10 October 2018 Update SDK (17763)
Minor code cleanup
July 12, 2018 (11.25)
Added D3DX11DebugMute function
Minor project and code cleanup
May 31, 2018 (11.24)
VS 2017 updated for Windows 10 April 2018 Update SDK (17134)
May 11, 2018 (11.23)
Retired VS 2013 projects
Code cleanup
February 27, 2018 (11.22)
Minor code update
November 2, 2017 (11.21)
VS 2017 updated for Windows 10 Fall Creators Update SDK (16299)
October 13, 2017 (11.20)
Updated for VS 2017 update 15.1 - 15.3 and Windows 10 SDK (15063)
March 10, 2017 (11.19)
Add VS 2017 projects
Minor code cleanup
September 15, 2016 (11.18)
Minor code cleanup
August 2, 2016 (11.17)
Updated for VS 2015 Update 3 and Windows 10 SDK (14393)
Added 'D' suffix to debug libraries per request
April 26, 2016 (11.16)
Retired VS 2012 projects
Minor code and project file cleanup
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.