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- Srđan Tot
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Citat:What's New in the October 2006 DirectX SDK
This version of the DirectX SDK contains the following new features, tools, and documentation.
PIX: HLSL Shader Debugging in Direct3D 9
Using PIX, you can now debug HLSL pixel shaders and vertex shaders in the context of your game. The shader debugger can be started from either the pixel history view or from the mesh viewer. Using the debugger, you can step through the code (forward and backward), stop on the cursor or user-set breakpoints, and add highlights to syntax to make the code easier to read.
Preview Release of the new HLSL Shader Compiler for Direct3D 9 Targets
This release has a beta version of d3dx9d_31_beta.dll that includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1_x targets. This debug-only DLL allows developers to utilize the new Direct3D 10 HLSL compiler for their Direct3D 9 shaders, and will become the default compiler for all Direct3D shaders. Please try the new compiler by building your application with d3dx9d_31_beta.dll instead of d3dx9d_31.dll.
For developers using Direct3D 9, the beta DLL provides a programmatic way of using the shader compiler, FXC10.exe, that ships as part of the Direct3D 10 Technology Preview.
It is important to note that this library is still in the beta stage of development. If you have any questions, bugs reports, or feedback, please contact directx@microsoft.com.
Usability Improvements in XACT
Several usability features have been added to XACT. One such notable feature is that waves in a wavebank that are unused by any sounds are highlighted in red and italics, making it easy to identify those waves that can be removed.
Improved Control of Chart Quality Using UVAtlas Functions
The Direct3DX DLL has been updated with several improvements. Notably, both D3DXUVAtlasCreate and D3DXUVAtlasPartition now have an additional parameter, dwOptions, that allows developers to control the quality of the generated charts. The file name of the updated DLL is d3dx9_31.dll.
XInput
The XInput DLL has been updated with a new function, XInputGetKeystroke. This function provides a more general way of getting input data than using XInputGetState. Additionally, the file name of the updated DLL is xinput1_3.dll.
Known Issues with the October 2006 SDK
Managed DirectX 2.0 Beta Removed
In the October 2006 SDK, the Managed DirectX 2.0 Beta has been removed and is no longer supported. There are two distinct paths for developers migrating from Managed DirectX 2.0.
If you are currently using Managed DirectX 2.0 for tool, editors, or other applications that require specific Direct3D, Direct3DX, DirectSound, or DirectInput functionality, you should migrate to the Managed DirectX 1.1 runtime. Managed DirectX 1.1 is completely compatible with the .NET Framework 2.0 and will not require you to change the version of the CLR.
If you are planning to release a game using the .NET Framework, it is recommended that you adopt XNA Game Studio Express, currently in beta. XNA Game Studio Express uses the XNA Framework which is very similar to Manged DirectX in many respects. XNA Game Studio Express is scheduled for release before the end of 2006. This first release is targeted at hobbyists developers and students.
If you have any questions, comments, and/or concerns please contact xna@microsoft.com.
DirectX Control Panel Removed from the Microsoft Control Panel
In the August 2006 and later SDKs, the DirectX® Control Panel has been removed from the Microsoft® Control Panel. You can now find the DirectX Control Panel in the Start menu under All Programs, Microsoft DirectX SDK, DirectX Utilities. In addition, the control panel executable has been renamed from directx.cpl to dxcpl.exe; it can be found in both the %DXSDK_DIR%\utilities\bin\x64 and %DXSDK_DIR%\utilities\bin\x86 folders.
Signature Change: D3DXUVAtlasCreate and D3DXUVAtlasPartition
In the October 2006 SDK, a new parameter, dwOptions, was added to D3DXUVAtlasCreate and D3DXUVAtlasPartition. This parameter allows developers to control the quality of the generated charts.
Preview Version of the New HLSL Shader Compiler for Direct3D 9 Targets: No Support for 1.x Pixel Shader Targets
The October 2006 SDK includes d3dx9d_31_beta.dll. This debug DLL includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1.x pixel shader targets. In a future release, the new compiler will become the default for Direct3D 9. As a result, all developers are encouraged to author their shaders in HLSL and use shader models 2.0 and higher.
The new compiler exposed through the beta DLL also has the following issues:
* Using the cbuffer or technique10 keywords in shader model 3.0 or lower will cause the shader to not compile.
* Using asm_fragment blocks is not supported by the beta DLL. Compilation of shaders or effects containing these statements will fail.
These issues will be fixed in a future release of the SDK.
Direct3D 10 Technology Preview
Windows Vista RC1 Is Required for the Direct3D Technology Preview
The October 2006 Direct3D® 10 Technology Preview is only supported on Windows Vista™ RC1 (build 5600).
Direct3D HLSL Compilation Issues
In the August 2006 and later SDKs, there are several issues related to the new HLSL compiler, fxc10.exe:
* The Direct3D 9 compatibilty mode (D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY) is not fully implemented.
* Because only a subset of HLSL optimizations and new features are active in this release, generated shaders will not be fully optimized.
* The /Op switch doesn't work.
These issues will be fixed in a future release of the SDK.
Displacement Mapping Sample Renders Incorrectly
In the October 2006 SDK, the Displacement Mapping sample for Direct3D 10 renders incorrectly due to a bad displacement map texture. This issue will be fixed in a future release of the SDK.
Per-Sample Readback of MSAA Render Targets in the Shader Not Supported in the Reference Rasterizer
In the August 2006 and later SDKs, per-sample readback of MSAA render targets in the shader is not yet supported by the Direct3D 10 reference rasterizer. This issue will be fixed in a future release of the SDK.
DXGI: Cross-Process Shared Surfaces Not Supported in the Reference Rasterizer
In the August 2006 and later SDKs, cross-process shared surfaces are not supported when using the Reference Rasterizer. This issue will be fixed in a future release of the SDK.
PIX for Windows
In the August 2006 and later SDKs, PIX has the following issues:
* Direct3D 10 API rendering requires Direct3D 10 to be installed on the system. However, even if it is not installed on the system, the Direct3D object table and event pane will still work.
* Some of the advanced features of the surface viewer in the PIX detail pane require a minimum of shader model 2.0 hardware.
* PIX currently does not capture D3DX10 API calls. The Direct3D 10 API calls that the D3DX10 APIs make will be captured and can be replayed.
* The pixel history feature does not currently support point, line, and instancing primitive types, which will be supported in a future release. Pixel history currently only works on non-multisampled render targets but support for multisampling will be added in a future release.
* You cannot view Direct3D objects from the context menu until they are valid. To make an object valid, select an event in the render pane (or any other detail pane) after the object is created.
* The "Modify D3D Device," "Modify Draw Calls," and "Save Device State" actions do not yet work for Direct3D 10 devices.
* For applications that use Direct3D 10, full stream capture only works when the trigger is "Program Start."
* PIX no longer supports the capture of D3DX9 calls in applications that link to the static version of D3DX9 but PIX will continue to capture the D3D API calls that the D3DX API makes.
Microsoft Cross-Platform Audio Creation Tool (XACT)
In the August 2006 and later SDKs, the Microsoft Cross-Platform Audio Creation Tool (XACT) has the following issues:
* The XACT GUI is not yet supported in Windows Vista.
* The XACT Authoring Tool is still in beta for this release. (The XACT engine is release quality and is included in the DirectX redistributable package.)
* The XACT Authoring Tool requires administrative privileges to run.
* Looping sounds with multiple tracks will get out of sync over time if some tracks have multiple variations and others don't.
Shader Debugging in Visual Studio 2005
In the August 2006 and later SDKs, the shader debugging functionality of the DirectX Extensions for Visual Studio® does not work with Visual Studio 2005. (Syntax highlighting continues to work with Visual Studio 2005.)
XInput
When XInputGetState is used to retrieve controller data, the left and right triggers are each reported separately. For legacy reasons, when DirectInput® retrieves controller data, the two triggers share the same axis. The legacy behavior is noticeable in the current Game Device Control Panel, which uses DirectInput for controller state.
Download: http://www.microsoft.com/downloads/details.aspx?Fa.....ang=en#new
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