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Updated readme to point at the right binaries. #347

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@pkristof pkristof merged commit 5509a70 into develop-dxr May 8, 2018
@pkristof pkristof deleted the develop-dxr-readmeupdate branch May 9, 2018 18:49
pkristof pushed a commit that referenced this pull request May 18, 2018
* Extended documentation for the samples. Slight code optimizations. (#295)

* Updated PIX and Assimp packages.

* Updated readme to point at the right binaries. (#347) (#348)

* Fixing a build break in the Fallback Layer Unittests (#350)

* Sample update to latest framework and target SDK 17134

* Reverted min version changes

* Update to a newer d3dx12.h

* Update miniengine and raytracing samples to 17134 (#360)

* Update version in DXR binaries check. (#361)

* Update requirements in readmes. (#363) (#364)

* Updated main readme. (#367)
jialeichenjc added a commit to jialeichenjc/DirectX-Graphics-Samples that referenced this pull request Oct 31, 2018
* Update readme.md

Add compatibility notes for D3D12 Helper Library.

* Revised for Creators Update
Added Visual Studio 2017 solution and project files
Added support for Windows SDK version 15063
Added support for HDR displays (requires 15063)
Replaced tone mapping operators with the newly-devised "Stanard" tone curve
Newly revised temporal antialiasing implementation compares depths to detect disocclusion
Double-buffered linear depth for temporal algorithms
TemporalAA now finishes with a sharpening pass
Bloom resolution increased for large resolutions (> 2560x1440)
Added ability to readback textures into main memory and write to disk (for screenshots, etc.)
Added ability to load texture images from disk into memory
Relocated SetStablePowerState() to device creation
Detect Developer Mode by reading Windows registry before calling SetStablePowerState()
Added more magnification levels to pixel zoom feature
Various code improvements and minor bug fixes

* Updated gitignore

* Added missing property sheet.  Updated another one.

* Added .VC.db files to gitignore

* Replace each leading tab with four spaces.  Add newlines to the end of files that do not end with newlines.

* Bug fixes and TAA quality improvement.
Fixed WinPixRuntime package configuration to automatically install correctly.
Fixed bounding plane and frustum math.
Changed temporal color buffer to store un-tonemapped color to improve precision.
Freed resources for Forward+ lighting at shutdown.
Fixed WaitForIdle() to also wait for system work on the Graphics command queue.
Minor code cleanup.

* New generalized bitonic sort system.
Updated particle effects to use general bitonic sort.
Fixed integer Log2() to handle non-power-of-two values.
Added AlignPowerOfTwo() to round value up to next power of two.

* Improved bitonic sort now handles non-power-of-two list sizes.
Added bitonic sort regression test.
Added ReadbackBuffer to copy GpuBuffers to CPU-visible memory.
Added general ExecuteIndirect support to CommandContext.

* Added missing files from last commit.

* July 2017 Update
Added project templates and Python scripts to generate new projects
Moved NuGet packages to a shared location across multiple projects
Updated to new WinPixEventRuntime
Updated ZLib's Windows SDK version dependency with Visual Studio 2015
Added more robust BitonicSort regression testing
Improved FXAA to use less memory by processing frame buffer in tiles
Fixed FXAA debug display mode
Disambiguated CommandContext::SetConstants() when passed array pointers
Added CommandContext::SetConstant() to set one root constant at an offset
Improved some trivial float Math functions to not use SSE types & intrinsics
Added C++ method for converting Color class to R9G9B9E5_SHAREDEXP as uint32_t
Optimized Color::R11G11B10F()
Optimized HLSL PackRGBE() and UnpackRGBE() functions
Fixed issue when packing LUV with very low luminance colors

* Removed 3rdParty ZLIB source in favor of NuGet package management

* Added source code for a tool that generates fonts for use with TextRenderer.
Depends on NuGet package 'freetype'.

* Switched to statically linked freetype w/ x64|Release|v140.
Reduced NuGet package dependencies.

* Minor fixes to Win32 properties.

* Fixed header dependencies by moving pix3.h into CommandContext.cpp.
Also added an explicit include for intrin.h for _BitScanReverse

* Refactored ModelConverter to now build and work out of the box!
Now depends on Assimp 3.0 NuGet package

* Add DepthBoundsTest and SM6WaveIntrinsics samples

Add two samples.
1. DepthBoundsTest.
2. SMWaveIntrinsics.

* Update README.md

* Update d3dx12.h for the template project of DirectX12App.

Update d3dx12.h for the template project of DirectX12App. The new d3dx12.h will have PSO stream feature. The file is identical to the one under DirectX-Graphics-Samples\Libraries\D3DX12\

* Delete the DirectX12 Visual Studio Template. If needed, folks should grab the template from the latest available version of Visual Studio (by using the "New Project" wizard).

* Update samples projects to Win10 SDK 16299 and latest d3dx12.h. Update HDR, Fullscreen, LinkedGPUs, SM6WaveIntrinsics samples with latest changes.

Notable updates:
- Resizable UWP samples (e.g the Fullscreen sample) now use the new Resize events
- HDR sample updates to handle multi-mon scenarios and send HDR metadata

* Update Readme to indicate the Windows 10 Fall Creators Update SDK is required.

* Adding an xGPU sample. This sample illustrates how to detect and handle a D3D device removed event. Particularly in a case of an external GPU (xGPU) being plugged/unplugged.

* Removed make_unique.h file which is unnecessary when building in Visual Studio. Updated readme.

* Add an xGPU sample screenshot to its readme.

* Additional readme formatting.

* Point readme to a screenshot in local src folder.

* Add a note about xGPU sample being added into the main readme.

* Add OS|SDK requirements for the sample. Update collapsed formatting.

* Add sample pictures

* Fix one sample pic name

* Change UpperCase PNG to LowerCase png

* Change image path for main page

* Add sample pictures to UWP samples

* Add sample pictures to UWP samples2

* Fix HelloWorld sample screenshot

* Publish DXR Samples and Raytracing Fallback Layer (microsoft#291)

Publishing the DXR Samples and Raytracing Fallback Layer.

There's 3 primary components:
 * The D3D12 Raytracing Fallback Layer is being placed in it's entirety in libraries/D3D12RaytracingFallbac
 * The DXR Samples are being placed in Samples/Desktop/D3D12Raytracing/src
 * A modified version of the MiniEngine's ModelViewer called the D3D12RaytracingMiniEngineSample. It uses the Fallback Layer for a variety of raytracing effects on the Sponza scene.

Users looking to get started can open up the project in Samples\Desktop\D3D12Raytracing\src\D3D12Raytracing.sln

Users will need to also overlay dxcompiler.dll binaries with the samples. These will be provided in the DirectX-Graphics-Samples via the releases tab in regular drops. The drop corresponding to this commit is DirectXRaytracingBinariesV1.0.zip. A script has been integrated into the solution that makes sure users are informed when these are missing and where to get them.

* Update readme.md

* Adding SimpleLighting sample. Updates to Hello World sample (microsoft#293)

Adding SimpleLighting sample. Updates to Hello World sample

* Extended documentation for the samples. Slight code optimizations. (microsoft#294)

Extended documentation for the samples. Slight code optimizations.

* Extended documentation for the samples. Slight code optimizations. (microsoft#295)

* Fix to create depth resource as TYPELESS. (microsoft#296)

* Adding support for Shader Records with Descriptor Tables and Empty Top Level Acceleration Structures (microsoft#297)

This adds support for local root signatures/shader records with descriptor table handles as the parameter. This removes the need for the app having to do it's own bindless indexing to associate a ClosestHit shader with a texture.

Also adding tests for verifying the use of descriptor tables. These tests have a pass-through raygen trace against a null acceleration structure and invoke the varying miss shaders that test different varieties of descriptor tables pulled from the shader record.

Finally, modifying the MiniEngine sample to use descriptor tables as local root signature arguments, which cleans up the shader code nicely.

* Adding a version check that makes sure binaries always match the source (microsoft#298)

* Add ProceduralGeometry sample stub (microsoft#299)

* Added a base for a ProceduralGeometry sample.

* Pass through Intersection with reporting a hit for the whole AABB.

* Added a sphere to the procedural geometry sample. (microsoft#300)

* Added a third AABB with multiple spheres. (microsoft#301)

* Adding Fallback Layer support for Intersection Shaders (microsoft#302)

Updating the Fallback Layer to handle procedural geometry (intersection shaders) . Most of the change is based around updating Bottom Level Acceleration Structures that were previously hard-coded to assume all primitives were triangles. Adding an extra flag that now marks whether a primitive is a triangle or a procedural geometry.

Follow-up work:
 * Testing for intersection shaders is limited and currently only verified through the D3D12ProceduralGeometry sample
 * Unlike triangles, procedural geometry don't have any underlying data (i.e. vertices) that need to be stored per leaf. Currently space is allocated as-if procedural geometry does need this space (simplifies some early BVH construction code) , but this could be optimized for memory usage.

* Fixing files that were using a stale shader file (microsoft#303)

* Updated Procedural Geometry sample (microsoft#304)

Added AABBs with matrix transformations.
Added shadows.

* Several fixes for instance index and object transforms (microsoft#306)

* Added AABB BLAS instantiation. (microsoft#307)

BLAS with AABBs is now instantiated multiple times within TLAS.

* Changes to support update in fallback compiler. (microsoft#308)

* Making memory optimizations that reduce the total amount of live values in the Traversal shader when Intersection Shaders are active (microsoft#309)

* Several fixed that enable most MiniEngine passes to run on native DXR drivers (microsoft#310)

Fixing several issues:
Payload size is incorrectly calculated
Moving global root constants to root views to avoid a known driver issue
Resource state not correctly set for bottom levels
Currently still a known issue where diffuse textures in shader records aren't correctly loaded for native drivers

* Updates to Procedural Sample (microsoft#311)

* Procedural Sample: Cleanup & added reflection ray (microsoft#314)

* Procedural sample - cleanup (microsoft#315)

* Samples: Use empty local root signature where it's not needed. (microsoft#316)

* Efficiency clean-up for local/global root signatures (microsoft#317)

* Fix mul order in Procedural sample (microsoft#319)

* Resolving several warnings that come up when using stricter compiler flags (microsoft#321)

* Updates to procedural - added volumetric & signed distance primitives (microsoft#325)

* FIx up blobs animation (microsoft#326)

* More warning fixes (microsoft#327)

* Reverting the shader stack to be stored on per-thread memory rather than group-shared (microsoft#328)

Modifying the BVH stack to be stored on regular per-thread data. This was a premature optimization that currently shows no perf difference and the saving and restoring of data from groupshared memory, particularly since there's no sharing of data between threads.

* Fixing a bug where switching passes had the side-effect of causing the reflection pass unitentionally recursively trace shadow rays (microsoft#329)

* Updated PIX and Assimp packages.

* Adding a missing "globallycoherent" specifier that caused TDRs on some devices

Adding the globallycoherent tag on resources that depended on writes from other waves after a device barrier. Fixes a TDR that was happening on some devices.
Also bundling in a fix where a CComPtr's &operator would be used with non-null contents on RS5 builds.

* Procedural sample: added a fractal (microsoft#331)

*   Adding workaround to enable recursion to work well when the intersection/anyhit shader is active

Adding a workaround in lieu of API-specified stack support (significant amount of dev required) to allow for the procedural geometry sample to run properly.
The underlying issue is using intersection shaders introduces a continuation with the Traversal shader, which introduces a large amount of live-values that wouldn't normally get hit in cases with no anyhit/intersection shaders

* Procedural sample: added GPU adapter selection override support. (microsoft#335)

* Samples: ByteAddressBuffer SRV desc fix (microsoft#336)

* Procedural: fixed up blobs, modified scene. (microsoft#338)

* Procedural: small fix (microsoft#339)

* Fix for an issue where ray flags were ignored by the intersection shader (microsoft#340)

* Removing no longer used raytracing semantics (microsoft#341)

* Procedural sample update (microsoft#343)

* Procedural geometry sample: pre-release update (microsoft#345)

* Updated readme to point at the right binaries. (microsoft#347)

* Updated readme to point at the right binaries. (microsoft#347) (microsoft#348)

* Fixing a build break in the Fallback Layer Unittests  (microsoft#349)

* Fixing a build break in the Fallback Layer Unittests (microsoft#350)

* Added a Youtube video preview link to readme. (microsoft#352)

* Sample update to latest framework and target SDK 17134

* Reverted min version changes

* Update to a newer d3dx12.h

* Update Target SDK version to 17134 (microsoft#358)

* Update Target SDKVer to 17134.

* Update Raytracing & MiniEngine projects to TargetSDK 17134

* Fix up readmes

* Update to Target SDK ver 17134 (microsoft#359)

* Update miniengine and raytracing samples to 17134 (microsoft#360)

* Update version in DXR binaries check. (microsoft#361)

* Update version in DXR binaries check. (microsoft#361) (microsoft#362)

* Update requirements in readmes. (microsoft#363)

* Update requirements in readmes. (microsoft#363) (microsoft#364)

* Update requirements in readmes (microsoft#365)

* Updated main readme. (microsoft#367)

* Updated main readme. (microsoft#368)

* Updated main readme. (microsoft#369)

* Fixes to incorrect Shader Record offset calculations, partial support for Root Views, and Root Signature Serialization fixes (microsoft#370)

Big chunk of Fallback Layer fixes/features:
Rev'ing the Fallback Layer to work with a newer version of DxCompiler. This fixes multiple issues including invalid shader record alignment calculations and handling for multiple descriptor tables in a shader record that was causing failures to link
New DxCompiler version enables partial support for root views, but offset in bytes is still not supported. To prevent use without knowledge of the short-comings, shielding the use of root descriptors behind an explicit flag to stop developers from using this without opt-in
Fix to root signature serialization and unittests to catch future regressions
ModelViewer had an invalid shader record offset calculation that was revealed after the DxCompiler fixes

* Updating script to block when v1.2 raytracing binaries aren't available (microsoft#371)

* Update readme.md

* Merge from master (microsoft#372)

* Extended documentation for the samples. Slight code optimizations. (microsoft#295)

* Updated PIX and Assimp packages.

* Updated readme to point at the right binaries. (microsoft#347) (microsoft#348)

* Fixing a build break in the Fallback Layer Unittests (microsoft#350)

* Sample update to latest framework and target SDK 17134

* Reverted min version changes

* Update to a newer d3dx12.h

* Update miniengine and raytracing samples to 17134 (microsoft#360)

* Update version in DXR binaries check. (microsoft#361)

* Update requirements in readmes. (microsoft#363) (microsoft#364)

* Updated main readme. (microsoft#367)

* Master merge from develop dxr (microsoft#374)

Merge in samples image preview change and HDR sample update.

* Merge from develop-dxr (microsoft#375)

Merging latest fixes down from develop-dxr

* Added a wait on GPU to finish before releasing D3D resources. Fix warnings. (microsoft#376)

* Remove broken sample image preview links from a main readme. (microsoft#377)

* Added a wait on GPU to finish before releasing D3D resources. Fixed warnings. (microsoft#379)

* Add brackets around dxc.exe path in vcxproj (microsoft#380)

* Add brackets around dxc.exe path in vcxproj (microsoft#381)

* Fixing a build event issue that was causing errors when the solutionDir had spaces (microsoft#382)

* Merging latest fixes from develop-dxr to master (microsoft#383)

* Fixing a build event issue that was causing errors when the solutionDir had spaces (microsoft#382)

* Fixing a 32bit overflow issue and an hlsl compiler warning (microsoft#385)

Fixing a 32bit issue and making a unittest that verifies the fix. Also fixing an implicit truncation warning that was being spewed from the HLSL compiler

* Fixed input flag not getting applied. Updated DXR feature availability check to the latest API change. (microsoft#386)

* Fixed -dxr option not getting applied.

* Updated DXR check to the latest API change.

* Added support for opaque geometry flags

* Revert "Added support for opaque geometry flags" (microsoft#389)

* Using geometry flags for triangles in intersect shader

* Adding fallback layer fixes (microsoft#397)

Fixing a batch of issues:

1. V1.1 Root Signatures require the D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE flag to be used with the injected descriptor table that spans the entire descriptor heap.
2. Fallback Layer objects can now be QI'd to get classes one might expect (like getting an ID3D12CommandList off of an ID3D12CommandListRaytracingPrototype).
3. Removed a stale traversal shader comment

* Updated CreateNewProject.py and related templates.

* Implemented PERFORM_UPDATE optimization

* Fixing an issue with Triangle Intersections unique to when no culling is specified (microsoft#402)

* Fixing a bad merge from master that reverted opaque flag support (microsoft#404)

* Updating the Fallback to use a new version of the DxrFallbackCompiler (microsoft#405)

The Fallback Compiler has been updated to be split off into it's own DxrFallbackCompiler.dll. The interfaces to the compiler are slightly different, the most notable difference is that stack sizes are now pre-calculated to the minimal amount needed based on the max recursion count specified. On some hardware affected by large alloca usage, this results in a large perf gains (~50%)

Also updating the developer guide with some of the latest Fallback Layer improvements

* Fixing compiler warnings (microsoft#406)

Fixing small issues from the last big change that was causing compiler warnings

* Develop dxr rs5 official api port (microsoft#407)

Updating the Fallback Layer to reflect the official DXR API and porting the D3D12HelloWorld Sample

* Implementing State Object handling for default shader exports/shader associations/export renames (microsoft#409)

* Optimized treelet reorder pass

* Porting the rest of the samples to use the RS5 style fallback layer interface and removing explicit exports/shader associations in some samples (microsoft#410)

* Enabling DXR shaders to compile with both experimental/official DXR HLSL (microsoft#412)

Making fixes to shaders so they can compile both with the experimental HLSL and the official DXR HLSL. Also some model viewer fixes that get things working on Volta (except for the barycentric shader, which appears to be a driver issue)

* Add a section on debugging AS vertex input buffers in PIX. (microsoft#413)

* Fixed max treelet calculation

* Standardized max treelets calculation

* Merged develop-dxr changes

* Soothed warnings/errors for updated dxrflcompiler

* Update readme.md

* Updated prebuild check for rs5

* Update.gitignore, binaries built from fallback layer unit tests shouldn't belong to repo

* Update.gitignore, binaries built from fallback layer unit tests shouldn't belong to repo

* Changed fallbacklayer.lib to reference.

* Enable DXIL for raytracing.

* Update samples for compatibility with latest DxCompiler (microsoft#420)

NOTE: An up-to-date version of the compiler tools, built from rtcompat, is required for building in this branch after this commit.

This change contains shader changes to compensate for the fact that some built-in methods are now 3-component vectors, instead of 2-component with the latest DxCompiler.

* Changed lib to reference.

* Quick hack to make everything reflect.

* We don't need shader object files.

* Added macros to allow disabling treelet path. Treelet path doesn't work on AMD currently. Set these macros to 0 to get MiniEngineSample to run on AMD. (microsoft#421)

* Fixed transform size calculation (microsoft#422)

* Merging in DynamicGeometry sample v0.2. (microsoft#423)

* Fixed bug where NaN or Inf values in the normal buffer severely impaired performance of TraceRay().

* Fix DxilPatchingUnitTests in develop-dxr and develop-dxr-rs5 (microsoft#424)

The tests were failing due to multiple problems.

On develop-dxr, BuildEmptyTopLevelAccelerationStructure crashed during creation of an empty AS due to underflow when calculating some sizes

On develop-dxr-rs5, the unit test state object creation code was not correct and had records missing.
In another place, the unit test state object creation code was failing due to a real fallback layer bug. This change makes the test work around the bug because it is not crucial to what the test is validating. For tracking, I have opened #17895658.

* Changed fallbacklayer.lib to reference.

* Enable DXIL for raytracing.

* Changed lib to reference.

* Quick hack to make everything reflect.

* We don't need shader object files.

* Added macros to allow disabling treelet path. Treelet path doesn't work on AMD currently. Set these macros to 0 to get MiniEngineSample to run on AMD. (microsoft#421)

* Merging in DynamicGeometry sample v0.2. (microsoft#423)

* Fixed bug where NaN or Inf values in the normal buffer severely impaired performance of TraceRay().

*   Fix up and document Acceleration Structure visualization. (microsoft#425)

* Improved reflections by computing Fresnel in the pixel shader and storing a reflective term in the normals GBuffer.

* Improved, robust normal sanitizing and reflection handling.

* Improved BVH traversal depth visualization

* Fixed bug where the tangent frame was assumed to be right-handed as an optimization.

* Re-add missing readme

* Fixed experimental shader support for RS4 and RS5.  (The first needs it, the second complains.)

* Replace tabs with spaces (microsoft#428)

* Added logic for collapsing leaves using SAH (microsoft#430)

* Compared SAH for TriangleArray, Added flag in ParentIndex

* Revert "Compared SAH for TriangleArray, Added flag in ParentIndex"

This reverts commit 8f2bac0.

* Revert "Revert "Compared SAH for TriangleArray, Added flag in ParentIndex""

This reverts commit 4d1d783.

* fix of treelet part of collapsing leaf

* Worked on comments

* Add PIX support & move nuget packages staging dir to the root. (microsoft#432)

* Import Jacque's predefined cameras toggle in MiniEngine sample + a little code clean up.(microsoft#433)

* Corrected shading - incident radiance contribution is additive for reflections. (microsoft#434)

* Small changes & fixes (microsoft#435)

* Reordered size calculation for clarity

* Improved acceleration structure visualization

* Fixed some comments

* Made IsLeaf function more specific

* Moved morton code calculation out of bindings

* Updated developer guide

* Fix shadow single sample macros branch

* Deprecated Visual Studio 2015 (VS14).  Updated PIX runtime and Windows SDK versions.

* Added macros to allow disabling treelet path. Treelet path doesn't work on AMD currently. Set these macros to 0 to get MiniEngineSample to run on AMD. (microsoft#421) (microsoft#448)

* Incorrect member fix (microsoft#449)

* Point readme at the right binary revision. (microsoft#450)

* Updated known limitations in readmes. (microsoft#451)

* Updated readme with links. (microsoft#452)

* Updated samples for DXR RS5 (microsoft#454)

* Removed DynamicGeometry. Switched to lib_6_3

* Fixes

* Updated DXR feature support check. 

* Removed deployment of overlay binaries.

* Enabled DXR in MiniEngine sample

* Disable DXR experimental feature in MiniEngine (microsoft#456)

* Removed experimental DXR in MiniEngine. Fixed DXR capability checks. Switched to 1.5-dxr binaries. (microsoft#457)

* Use DirectXMath::XMStoreFloat3x4 to store DXR transforms. (microsoft#459)

* Calculate MRays/s from DispatchRays GPU time in Procedural Geometry sample.

* Remove explicit empty local root signatures. They were used as a workaround that is not needed anymore. (microsoft#461)

* Procedural Geometry sample: Added geometry animation toggle. Cleanup obsolete driver workarounds. (microsoft#462)

* Document added DispatchRays time to the UI. (microsoft#463)

* Update raytracing projects to RS5 SDK. (microsoft#464)

* Updated raytracing projects to RS5 SDK 17763

* Remove DirectXMath nuget package dependency. Redundant with RS5 SDK target.

* Update requirements in the readme (microsoft#465)

* User VS HLSL compiler build step, use dxc binaries from SDK. (microsoft#466)

Removed dependency on private binaries of dxc, dxcompiler and dxil. The ones from SDK are used.
DXC is now supported as of VS 15.8. With that:
--- Switched from custom build step to VS HLSL compiler build step for shaders.
--- Removed dependency on a hack of renaming dxc to fxc. This is not needed anymore as VS now uses dxc for SM 6.0+. Moved Compute Shaders to SM 6.0 so that dxc is used.
Cleaned up FL and FLunittests vcxproj. There were a lot of incorrect or inconsistent settings, i.e. use of SM 4.0, which were ignored previously, because dxc was being forced.

* Tightened some loose ends from a port to RS5 API. (microsoft#467)

* Removed DXR called out as experimental

* Updated ObjectToWorld to RS5 version ObjectToWorld3x4.

* Updated DXR & FL support checks and error messages.

* Add 'export' keyword for lib_6_3 compatibility (microsoft#471)

In a previous commit, this branch was updated to target lib_6_3 from lib_6_1.
6_3 differs from 6_1 in that it doesn’t export all functions by default. You need to either use ‘export’ (the keyword) or use the -default-linkage option. This change adds the 'export' keyword where necessary.

* Update d3dx12.h. Update Miniengine to 17763 SDK. Updated readmes. (microsoft#472)

* Update README.md (microsoft#474)

Fixed a grammatical error

* Documented state of Fallback Layer as of Windows October 2018 update.

* Update guidance re: use of FL .

* Updated d3dx12.h to 1809

* Add a note about AMD compatibility with Fallback Layer. (microsoft#476)

* Update d3dx12.h and target samples to the 1809 SDK

* Update main readme with 1809 info.

* Update readme files with consistent Windows 10 version information

* Add DXGI Adapter Removal Support Test (microsoft#481)

* Add DXGIAdapterRemovalSupportTest which is referenced by the xGPU sample.

* Move Tools dir to the root

* Fix warning in the D3DX12.H that happens at /W4

* Upgraded warning level to 4.  Corrected some newly reported warnings.

* Fixed problems where the base class's virtual Destroy() function may be used incorrectly.  The derived class should destroy itself and then destroy the base class.

* Updated to fix warnings (/W4) and delete VS2015 project files.

* Remove unnecessary semicolon (microsoft#491)

* Fix copy/paste bug in render pass equality check. (microsoft#497)
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