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Copy file name to clipboardexpand all lines: README.md
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# DirectX-Graphics-Samples
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This repo contains the DirectX 12 Graphics samples that demonstrate how to build graphics intensive applications for Windows 10. We invite you to join us at our [discord server](http://discord.gg/directx). See our [YouTube channel](https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation) for tutorials, our [spec repo](https://microsoft.github.io/DirectX-Specs/) for engineering specs of our features and [devblogs](https://devblogs.microsoft.com/directx/) for blog posts. Follow us on Twitter [@DirectX12](https://twitter.com/directx12) for the latest! See the Related Links section for our full list of DX12-related links.
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This repo contains the DirectX 12 Graphics samples that demonstrate how to build graphics intensive applications for Windows 10.
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We invite you to join us at our [discord server](http://discord.gg/directx). See our [YouTube channel](https://www.youtube.com/MicrosoftDirectX12andGraphicsEducation) for tutorials, our [spec repo](https://microsoft.github.io/DirectX-Specs/) for engineering specs of our features and [devblogs](https://devblogs.microsoft.com/directx/) for blog posts. Follow us on Twitter [@DirectX12](https://twitter.com/directx12) for the latest! See the [related links](##-Related-links) section for our full list of DX12-related links.
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## API Samples
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In the Samples directory, you will find samples that attempt to break off specific features and specific usage scenarios into bite-sized chunks. For example, the ExecuteIndirect sample will show you just enough about execute indirect to get started with that feature without diving too deep into multiengine whereas the nBodyGravity sample will delve into multiengine without touching on the execute indirect feature etc. By doing this, we hope to make it easier to get started with DirectX 12.
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Recent API Sample Updates:
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### DirectX 12 Ultimate samples
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1.[D3D12 Mesh Shaders](Samples/Desktop/D3D12MeshShaders/readme.md): This sample demonstrates how Mesh shaders can be used to increase the flexibility and performance of the geometry pipeline.
2.[D3D12 Variable Rate Shading](Samples/Desktop/D3D12VariableRateShading/readme.md): This sample demonstrates how shading rate can be reduced with little or no reduction in visual quality, leading to “free” performance.
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1.[D3D12 Variable Rate Shading](Samples/Desktop/D3D12VariableRateShading/readme.md): This sample demonstrates how shading rate can be reduced with little or no reduction in visual quality, leading to “free” performance.
1.[D3D12 Raytracing](Samples/Desktop/D3D12Raytracing/readme.md): This sample demonstrates how DirectX Raytracing (DXR) brings a new level of graphics realism to video games, previously only achievable in the movie industry.
In addition to the samples, we are announcing the first DirectX 12 preview release of the MiniEngine.
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* Easy-to-use dynamic constant buffers and descriptor tables
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## Requirements
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Some samples require support for DirectX 12 Ultimate, see [this](http://aka.ms/DirectX12UltimateDev) post for details.
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### Master branch
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This branch is intended for the latest [released](https://docs.microsoft.com/en-us/windows/release-information/) Windows 10 version.
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* Windows 10 version 20H2
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* Windows 10 version 2004 (no new features were added in version 20H2)
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*[Visual Studio 2019](https://www.visualstudio.com/) with the [Windows 10 SDK version 2004(19041)](https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk)
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### Develop branch
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This branch is intented for features available in the latest Windows Insider Preview
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## Contributing
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We're always looking for your help to fix bugs and improve the samples. File those pull requests and we'll be happy to take a look.
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Find more information on DirectX 12 on our blog: https://devblogs.microsoft.com/directx/
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Troubleshooting information for this repository can be found in the site [Wiki](https://github.com/Microsoft/DirectX-Graphics-Samples/wiki).
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This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [[email protected]](mailto:[email protected]) with any additional questions or comments.
* DirectX Mesh Shader spec/documentation is available at [DirectX Mesh Shader Specs](https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html) site.
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# Direct3D 12 raytracing samples
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This collection of samples act as an introduction to DirectX Raytracing (DXR). The samples are divided into tutorials and advanced samples. Each tutorial sample introduces a few new DXR concepts. Advanced samples demonstrate more complex techniques and applications of raytracing.
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### Requirements
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* GPU and driver with support for [DirectX 12 Ultimate](http://aka.ms/DirectX12UltimateDev)
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# Direct3D 12 variable-rate shading sample
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This sample illustrates how to use variable-rate shading (VRS) to improve application performance. VRS adds the concept of subsampling, where shading can be computed at a level coarser than a pixel. For example, a group of pixels can be shaded as a single unit, and the result is then broadcast to all samples in the group. This is great for areas of the image where extra detail doesn't help—such as those behind HUD elements, transparencies, blurs (depth-of-field, motion, etc.), and optical distortions due to VR optics.
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This sample illustrates how to use variable-rate shading (VRS) to improve application performance. VRS adds the concept of subsampling, where shading can be computed at a level coarser than a pixel. For example, a group of pixels can be shaded as a single unit, and the result is then broadcast to all samples in the group. This is great for areas of the image where extra detail doesn't help—such as those behind HUD elements, transparencies, blurs (depth-of-field, motion, etc.), and optical distortions due to VR optics.
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### Requirements
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* GPU and driver with support for [DirectX 12 Ultimate](http://aka.ms/DirectX12UltimateDev)
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#### Recommended scenarios to try
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Hit SPACE to stop the light animating and then use the [F1-F5] keys to toggle between presets for Shading Rates. Can you spot the visual difference between F1 and F2? Try experimenting with the various controls to find an acceptable balance between degraded-visuals and performance.
* ALT + ENTER: Toggles between windowed and fullscreen modes.
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*[+/-]: Increments/decrements the glass refraction scale.
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*[1-7]: Selects Shading Rate for the Refraction pass.
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* SHIFT + [1-7]: Selects the Shading Rate for the Scene pass.
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* CTRL + [1-7]: Selects the Shading Rate for the Postprocess pass.
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## Recommended scenarios to try
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Hit SPACE to stop the light animating and then use the [F1-F5] keys to toggle between presets for Shading Rates. Can you spot the visual difference between F1 and F2? Try experimenting with the various controls to find an acceptable balance between degraded-visuals and performance.
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