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## Requirements
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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 2004
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* Windows 10 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
*[Visual Studio 2019](https://www.visualstudio.com/) with the [Windows 10 Insider Preview SDK](https://www.microsoft.com/en-us/software-download/windowsinsiderpreviewSDK)
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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: http://blogs.msdn.com/b/directx/
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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).
description: Demonstrates how to use Direct3D 11-based rendering in combination with Direct3D 12.
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---
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# Direct3D 12 11-on-12 sample
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This sample demonstrates how to use Direct3D 11 based rendering in combination with Direct3D 12 by sharing devices, command queues and resources between the 2 API versions. The sample illustrates this by using Direct2D to render a UI over Direct3D 12 content. This ability to share resources between runtimes makes porting apps/engines to 12 simpler as entire 11-based components, such as a UI system, can remain virtually untouched.
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This sample demonstrates how to use Direct3D 11 based rendering in combination with Direct3D 12 by sharing devices, command queues and resources between the 2 API versions. The sample illustrates this by using Direct2D to render a UI over Direct3D 12 content. This ability to share resources between runtimes makes porting apps/engines to 12 simpler as entire 11-based components, such as a UI system, can remain virtually untouched.
description: Demonstrates the use of Direct3D 12 bundles.
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extendedZipContent:
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---
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# Direct3D 12 bundles sample
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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.
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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.
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## Optional features
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### Optional Features
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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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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.
description: Demonstrates the depth bound test in Direct3D 12.
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---
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# Direct3D 12 depth bounds test sample
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This sample demonstrates the depth bound test in Direct3D 12.
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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
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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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