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加入日期: Jan 2003
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以下為複製DXSDK裡的 readme.htm
----------PART 1------------------------------

Microsoft DirectX SDK (December 2005)
Last updated December 5, 2005 1:25 PM


Welcome
This is the Microsoft DirectX Software Development Kit (SDK) for December 2005. This release includes updates to Xinput, samples, tools, documentation, and D3DX9. In addition, this SDK includes several pre-release components: Direct3D 10 (including corresponding tools, samples, documentation, and DXUT), Microsoft Cross-Platform Audio Creation Tool (XACT), and support for the 2.0 Common Language Runtime in Managed DirectX.



Please refer to the "What's New in DirectX SDK (December 2005)" page in the SDK documentation for a complete list of updates.

After installing, those new to DirectX should start with the DirectX documentation. More seasoned developers may also want to view the "What's New" section in the documentation (or online) and should refer to the "Known Issues" section for the latest information on issues with this release.


Direct3D 10 December 2005 Technology Preview

This release of the Microsoft DirectX SDK includes the Direct3D 10 Technology Preview – an early pre-release showcasing the newest set of graphics API's for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview also provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional documentation, tools, API’s, samples, and other content will be provided in upcoming DirectX SDK releases.

Samples and applications built with the Direct3D 10 December 2005 Technology Preview require the Windows Vista operating system December 2005 Community Technology Preview (CTP) to run. The Windows Vista December 2005 CTP will be available to MSDN subscribers.

Instantiating a Direct3D 10 hardware device requires Direct3D 10-capable graphics hardware with a Windows Vista Display Driver Model (WDDM) driver. As of the release of this Technology Preview, such hardware is not publicly available. A software fallback (the Direct3D 10 Reference Rasterizer) is provided. Pre-rendered versions of Direct3D 10 samples have also been provided.

The preview also includes early versions of D3DX10 and DXUT with Direct3D 10 support. Pre-release executable tools supporting Direct3D 10 runtimes and formats include: DXViewer, TexConv10, FXC10, and PIX. Additional tools, API’s, and other functionality will be provided in future releases. The API syntax is expected to change in upcoming releases.

Known Issues

Direct3D 10 December 2005 Tech Preview
Direct3D 10 Reference Rasterizer
The Ref device will enumerate a fixed set of formats, which may not include the current desktop mode.
Per-sample readback of MSAA rendertargets in the shader is not yet supported
ClearDepthStencilView requires the resource to be bound to the device.
Direct3D 10 Debug Layer
A subset of debug validation has been implemented.
Direct3D 10 Effects
Get/Set functions for array variables do not currently handle packing and unpacking.
Direct3D 10 HLSL Shader Compilation
A subset of HLSL optimizations and new features are active in this release. Generated shaders will not be fully optimized.
Direct3D9 compatibility mode (D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY) is not fully functional in this release. Omitting the template on texture types can cause a compilation failure. Specify the default template (ex: texture2D<float4> MyTex) to compile correctly.
Using temporary arrays of multielement user-defined structures will result in an error.
Textures with int and uint templated types (ex: Texture2D<int4> mytexture will not compile correctly.
Indexing a float4 or int4 to choose a swizzle (ex: myint4[foo] ) will not compile correctly.
The presence of the clip() intrinsic in a “rolled” loop will not compile correctly. Unroll the loop for correct behavior.
An error may occur if loop outputs are not initialized before the loop begins.
Load() methods only work correctly on 1D types (Buffer/Texture1D). Load() methods with swizzle will not compile correctly.
Constant variable register binding is not yet supported.
Texture sampling with LOD bias is not yet supported.
A variable used as an index into a matrix or an array of struct’s may cause incorrect behavior if re-used afterwards. Copy the value into a temporary variable beforehand.
D3DX10
A subset of D3DX10 API’s have been implemented. Additional API’s will be provided in upcoming releases.
ID3DX10Sprite does not yet support the OBJECTSPACE flag, as well as sorting and blending D3DX10SPRITE_FLAG’s. A viewport is also required for initialization.
D3DX10ComputeNormalMap() doesn’t support mirror addressing modes.
UnsetAllDeviceObjects does not unset stream output targets and predication.
DXGI
An application will no longer receive window messages after it calls SetFullscreenState(TRUE) while already in fullscreen mode.
Monitor rotation is not supported
Cross-process shared surfaces are not supported
PIX for Windows – Direct3D10 Support
Direct3D 10 API rendering depends of the presence of Direct3D 10 on the system. If it is not on the system, the Direct3D object table and event pane will still be operational.
Single frame capture is not yet supported.
Details for the Direct3D10 device state, texture objects, and view objects are not currently displayed.
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 save screen shot action is not available yet.
Direct3D Per-frame counters do not work for Direct3D 10 applications
The “Modify D3D Device”, “Modify Draw Calls”, and “Save Device State” actions do not work yet.
PIX’s overlay of informational text and the PIX icon onto the target program does not work in this version of PIX for programs that use Direct3D 10.
Full stream capture beginning at any time other than Program Start does not work for applications that use Direct3D 10.
舊 2006-05-08, 12:42 AM #19
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