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Support for DirectX 12 #2

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walbourn opened this Issue Jun 20, 2015 · 8 comments

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walbourn commented Jun 20, 2015

DirectX Tool Kit currently supports DirectX 11.x. While not everything in the tool kit is applicable to DirectX 12, a subset of the graphics functionality makes sense.

  • DDSTextureLoader
  • WICTextureLoader
  • ScreenGrab
  • SpriteBatch
  • SpriteFont
  • GeometricPrimitive
  • Model

DirectX 12 has a very different approach to state and shaders, so perhaps that would be best done by implementing a PSOFactory. This would likely be used in place of CommonStates and Effects for DirectX 12.

DirectXHelpers12 would be a good place for the new SetDebugObjectName template and an UpdateSubResource equivalent.

Also a GenerateMips helper since 'auto-gen' mips is not a DX12 feature.

A LinearAllocator for handling communication with the GPU is also essential.

Note that you can currently use DirectX Tool Kit in DX12 apps through Direct3D 11 interop.

Audio, GamePad, and SimpleMath work "as is".

@vinjn

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vinjn commented Dec 11, 2015

+1

@cybereality

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cybereality commented Mar 6, 2016

Yes. DirectX 12 support and generation of mip-maps would be helpful.

@bofinbabu

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bofinbabu commented Apr 4, 2016

+1 for SpriteBatch & SpriteFont

@tyoungjr

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tyoungjr commented Apr 13, 2016

Such a great code base. Thanks! +1 from me as well!

@ChrisKing340

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ChrisKing340 commented Jun 7, 2016

+1 for SpriteBatch

@walbourn walbourn self-assigned this Jun 14, 2016

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walbourn commented Jun 23, 2016

This will take the form of a 'fork' of the project as DirectX12 is quite different than DirectX11. ETA for release is mid-July.

@ChrisKing340

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ChrisKing340 commented Jun 23, 2016

Great news. Thank you Chuck

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walbourn commented Jul 1, 2016

DirectX Tool Kit for DirectX 12 is hosted on it's own GitHub

@walbourn walbourn closed this Jul 1, 2016

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