Copyright (c) Microsoft Corporation.
August 1, 2021
This package contains the "DirectX Tool Kit", a collection of helper classes for writing Direct3D 12 C++ code for Universal Windows Platform (UWP) apps, Win32 desktop applications for Windows 10, and Xbox.
This code is designed to build with Visual Studio 2017 (15.9), Visual Studio 2019, or clang for Windows v11 or later. It is recommended that you make use of the Windows 10 May 2020 Update SDK (19041) or later.
These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see Where is the DirectX SDK?.
Public Header Files (in the DirectX C++ namespace):
MakeSpriteFont and XWBTool can be found in the DirectX Tool Kit for DirectX 11
Documentation is available on the GitHub wiki.
All content and source code for this package are subject to the terms of the MIT License.
For the latest version of DirectXTK12, bug reports, etc. please visit the project site on GitHub.
No support for loading
.CMO models or DGSL effect shaders (i.e. DGSLEffect)
VertexTypes does not include VertexPositionNormalTangentColorTexture or VertexPositionNormalTangentColorTextureSkinning which were intended for use with the DGSL pipeline.
DirectX Tool Kit for DirectX 11 supports Feature Level 9.x, while DirectX 12 requires Direct3D Feature Level 11.0. There are no expected DirectX 12 drivers for any lower feature level devices.
The library assumes it is building for Windows 10 (aka
_WIN32_WINNT=0x0A00) so it makes use of XAudio 2.9 and WIC2 as well as DirectX 12.
DirectX Tool Kit for Audio, GamePad, Keyboard, Mouse, and SimpleMath are identical to the DirectX 11 version.
In the June 2021 release or later, the VS 2019 projects of this library build the HLSL shaders with Shader Model 6 via DXC. Since the NuGet still builds using VS 2017, the build-in shaders in that version are currently Shader Model 5.1. See this wiki page for more information. The Microsoft GDK projects always use Shader Model 6.
Starting with the June 2020 release, this library makes use of typed enum bitmask flags per the recommendation of the C++ Standard section 126.96.36.199.3 Bitmask types. This may have breaking change impacts to client code:
You cannot pass the
0 literal as your flags value. Instead you must make use of the appropriate default enum value:
Use the enum type instead of
DWORD if building up flags values locally with bitmask operations. For example,
WIC_LOADER_FLAGS flags = WIC_LOADER_DEFAULT; if (...) flags |= WIC_LOADER_FORCE_SRGB;
The UWP projects and the VS 2019 Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or VS 2019 to build, with the ARM64 toolset installed.
CompileShaders.cmd script must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
For bug reports and feature requests, please use GitHub issues for this project.
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
The DirectX Tool Kit for DirectX 11 is the work of Shawn Hargreaves and Chuck Walbourn, with contributions from Aaron Rodriguez Hernandez, and Dani Roman.
The DirectX Tool Kit for DirectX 12 is the work of Pete Lewis, Justin Saunders, and Chuck Walbourn based heavily on the DirectX Tool Kit for DirectX 11.
Thanks to Adrian Tsai for the geodesic sphere implementation.
Thanks to Garrett Serack for his help in creating the NuGet packages for DirectX Tool Kit.
Thanks to Pete Lewis and Justin Saunders for the normal-mapped and PBR shaders implementation.
Thanks for Travis Johnson for the mGPU support.