- #HOW TO USE WORKSHOP ITEMS IN GAME CORP DX CODE#
- #HOW TO USE WORKSHOP ITEMS IN GAME CORP DX WINDOWS#
Support for Visual Studio 2010 and Visual Studio 2005īeginning with the June 2010 release, the DirectX SDK supports Visual Studio 2010. Known Issues with the June 2010 DirectX SDK Added additional header and lib information to reference pages for APIs implemented in DirectX samples.įor a description of what was added in previous releases, see Features Introduced in Previous Releases in the DirectX SDK documentation.Added links to descriptions of data types for parameters and return values to help developers locate related types.The June 2010 DirectX SDK includes the following documentation enhancements: The new D3DX_DXGIFormatConvert.inl inline header includes light-weight conversion functions for use in Compute Shaders or Pixel Shaders onĭ3D11 Hardware that can be useful when applications need to simultaneously read and write to textures, such as in-place editing scenarios. New D3D11 HLSL Format Conversion Functions Options to be used on many files at once. This enables the /compress and /decompress Fxc.exe has a new feature for specifying command options in a file.A new numbering instructions (/Ni) flag has been added to turn on numbering of instructions in shader disassembly.
#HOW TO USE WORKSHOP ITEMS IN GAME CORP DX CODE#
No-optimization (/Od) compiles will produce less-optimized code than before in order to provide improved debugging.The HLSL Effects compiler (fxc.exe) has been updated with the following fixes and features: Use myFloat = (float)myInt type syntax instead. Expressions such as (int)myFloat = myInt are no longer valid.Left-Hand-Side typecasting is now illegal and will cause a compile error.The current draw or dispatch call being executed. abort - submits custom shader error messages to the information queue and terminates.errorf - submits custom shader error messages to the information queue.printf - submits custom shader messages to the information queue.New intrinsic functions have been added for better debugging support.The frexp intrinsic function has been updated to return a mantissa in the range of.HLSL has been updated with the following fixes and features: The June 2010 DirectX SDK adds the following new method to the ID3D11ShaderReflection interface: You are no longer required to use D3d10.dll to create and use an arbitrary length data object. The June 2010 DirectX SDK includes a D3dcompiler_43.dll that exports the new D3DCreateBlob function. However, your code will be cleaner and easier to maintain if you use the version-less Makes legacy data-type names equivalent to the new version-less data-type names.
The June 2010 DirectX SDK removes versioning from several Direct3D data types that cross runtime versions. Version-less Naming of Cross-Runtime Data Types