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Update forked repo from original #1
Commits on Apr 12, 2017
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Commits on Apr 20, 2017
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Commits on May 1, 2017
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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
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Commits on May 3, 2017
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Replace each leading tab with four spaces. Add newlines to the end of…
… files that do not end with newlines.
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Commits on Jun 15, 2017
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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.
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Commits on Jul 3, 2017
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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.
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Commits on Jul 10, 2017
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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.
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Commits on Jul 11, 2017
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Commits on Jul 26, 2017
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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
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Commits on Jul 27, 2017
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Added source code for a tool that generates fonts for use with TextRe…
…nderer. Depends on NuGet package 'freetype'.
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Commits on Jul 28, 2017
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Switched to statically linked freetype w/ x64|Release|v140.
Reduced NuGet package dependencies.
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Fixed header dependencies by moving pix3.h into CommandContext.cpp.
Also added an explicit include for intrin.h for _BitScanReverse
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Refactored ModelConverter to now build and work out of the box!
Now depends on Assimp 3.0 NuGet package
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Commits on Sep 6, 2017
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Add DepthBoundsTest and SM6WaveIntrinsics samples
Add two samples. 1. DepthBoundsTest. 2. SMWaveIntrinsics.
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Commits on Sep 8, 2017
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Merge pull request #271 from Microsoft/develop
Add DepthBoundsTest and SM6WaveIntrinsics samples
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Commits on Sep 11, 2017
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Commits on Sep 20, 2017
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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\
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Merge pull request #273 from Microsoft/develop
Update d3dx12.h for the template project of DirectX12App.
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Commits on Oct 23, 2017
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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).
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Merge pull request #275 from sebmerry/DeleteVisualStudioTemplates
Delete the DirectX12 Visual Studio Template. If needed, folks should …
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Commits on Oct 24, 2017
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Update samples projects to Win10 SDK 16299 and latest d3dx12.h. Updat…
…e 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
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Merge pull request #276 from sebmerry/SampleUpdatesForFallCreatorsUpdate
Update samples projects to Win10 SDK 16299 and latest d3dx12.h. Updat…
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Commits on Oct 27, 2017
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Commits on Jan 19, 2018
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Adding an xGPU sample. This sample illustrates how to detect and hand…
…le a D3D device removed event. Particularly in a case of an external GPU (xGPU) being plugged/unplugged.
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Merge pull request #283 from Microsoft/AddXGPUsample
Adding an xGPU sample.
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Commits on Jan 20, 2018
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Removed make_unique.h file which is unnecessary when building in Visu…
…al Studio. Updated readme.
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Merge pull request #284 from Microsoft/updateXGPUsample
Updates to xGPU sample.
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Add an xGPU sample screenshot to its readme.
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Merge pull request #285 from Microsoft/addScreenshotToXGPU
Add screenshot to xGPU sample readme.
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Point readme to a screenshot in local src folder.
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Merge pull request #286 from Microsoft/AddScreenshotToXGPU
Point readme to a screenshot in local src folder.
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Add a note about xGPU sample being added into the main readme.
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Merge pull request #287 from Microsoft/UpdateMainReadme
Add a note about xGPU sample being added into the main readme.
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Commits on Jan 22, 2018
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Add OS|SDK requirements for the sample. Update collapsed formatting.
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Merge pull request #288 from Microsoft/xGPUupdateReadme
Add OS|SDK requirements to readme for the xGPU sample. Update collapsed formatting.
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Commits on Feb 10, 2018
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Commits on Feb 21, 2018
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Commits on Mar 12, 2018
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Commits on Mar 29, 2018
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Publish DXR Samples and Raytracing Fallback Layer (#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.
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Commits on Mar 30, 2018
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Adding SimpleLighting sample. Updates to Hello World sample (#293)
Adding SimpleLighting sample. Updates to Hello World sample
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Commits on Apr 2, 2018
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Extended documentation for the samples. Slight code optimizations. (#294
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Extended documentation for the samples. Slight code optimizations. (#295
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Commits on Apr 4, 2018
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Fix to create depth resource as TYPELESS. (#296)
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Commits on Apr 5, 2018
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Adding support for Shader Records with Descriptor Tables and Empty To…
…p Level Acceleration Structures (#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.
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Add ProceduralGeometry sample stub (#299)
* Added a base for a ProceduralGeometry sample. * Pass through Intersection with reporting a hit for the whole AABB.
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Added a sphere to the procedural geometry sample. (#300)
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Added a third AABB with multiple spheres. (#301)
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Commits on Apr 9, 2018
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Adding Fallback Layer support for Intersection Shaders (#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.
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Commits on Apr 10, 2018
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Updated Procedural Geometry sample (#304)
Added AABBs with matrix transformations. Added shadows.
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Commits on Apr 11, 2018
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Added AABB BLAS instantiation. (#307)
BLAS with AABBs is now instantiated multiple times within TLAS.
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Commits on Apr 12, 2018
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Commits on Apr 13, 2018
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Making memory optimizations that reduce the total amount of live valu…
…es in the Traversal shader when Intersection Shaders are active (#309)
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Several fixed that enable most MiniEngine passes to run on native DXR…
… drivers (#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
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Updates to Procedural Sample (#311)
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Commits on Apr 15, 2018
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Procedural Sample: Cleanup & added reflection ray (#314)
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Commits on Apr 16, 2018
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Procedural sample - cleanup (#315)
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Samples: Use empty local root signature where it's not needed. (#316)
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Commits on Apr 17, 2018
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Fix mul order in Procedural sample (#319)
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Commits on Apr 18, 2018
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Commits on Apr 23, 2018
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Updates to procedural - added volumetric & signed distance primitives (…
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Reverting the shader stack to be stored on per-thread memory rather t…
…han group-shared (#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.
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Fixing a bug where switching passes had the side-effect of causing th…
…e reflection pass unitentionally recursively trace shadow rays (#329)
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Adding a missing "globallycoherent" specifier that caused TDRs on som…
…e 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.
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Procedural sample: added a fractal (#331)
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Adding workaround to enable recursion to work well when the intersec…
…tion/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
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Commits on Apr 26, 2018
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Procedural sample: added GPU adapter selection override support. (#335)
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Commits on Apr 27, 2018
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Samples: ByteAddressBuffer SRV desc fix (#336)
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Commits on Apr 30, 2018
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Procedural: fixed up blobs, modified scene. (#338)
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Commits on May 3, 2018
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Procedural sample update (#343)
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Commits on May 8, 2018
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Procedural geometry sample: pre-release update (#345)
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Added D3D12RaytracingProceduralGeometry sample, D3D12 Raytracing proj…
…ects updates & fixes.
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Updated readme to point at the right binaries. (#347)
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Updated readme to point at the right binaries. (#347) (#348)
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Commits on May 10, 2018
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Added a Youtube video preview link to readme. (#352)
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Added a Youtube video preview link to readme.
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Sample update to latest framework and target SDK 17134
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Sample update to latest framework and target SDK 17134
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Update Target SDK version to 17134 (#358)
* Update Target SDKVer to 17134. * Update Raytracing & MiniEngine projects to TargetSDK 17134 * Fix up readmes
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Update to Target SDK ver 17134 (#359)
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Update miniengine and raytracing samples to 17134 (#360)
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Update version in DXR binaries check. (#361)
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Update version in DXR binaries check. (#361) (#362)
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Update requirements in readmes. (#363)
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Update requirements in readmes. (#363) (#364)
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Update requirements in readmes (#365)
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Commits on May 18, 2018
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Fixes to incorrect Shader Record offset calculations, partial support…
… for Root Views, and Root Signature Serialization fixes (#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
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* 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)
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Master merge from develop dxr (#374)
Merge in samples image preview change and HDR sample update.
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Merging latest fixes down from develop-dxr
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Commits on May 19, 2018
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Added a wait on GPU to finish before releasing D3D resources. Fix war…
…nings. (#376)
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Remove broken sample image preview links from a main readme. (#377)
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Added a wait on GPU to finish before releasing D3D resources. Fixed w…
…arnings. (#379)
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Add brackets around dxc.exe path in vcxproj (#380)
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Add brackets around dxc.exe path in vcxproj (#381)
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Merging latest fixes from develop-dxr to master (#383)
* Fixing a build event issue that was causing errors when the solutionDir had spaces (#382)
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Commits on May 26, 2018
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Fixing a 32bit overflow issue and an hlsl compiler warning (#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
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Commits on May 27, 2018
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Fixed input flag not getting applied. Updated DXR feature availabilit…
…y check to the latest API change. (#386) * Fixed -dxr option not getting applied. * Updated DXR check to the latest API change.
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Added support for opaque geometry flags
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Merge pull request #388 from Microsoft/develop-dxr-opaqueGeomFlags
Added support for opaque geometry flags
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Merge pull request #390 from Microsoft/develop-dxr-opaqueGeomFlags
Added support for opaque geometry flags
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Using geometry flags for triangles in intersect shader
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Commits on Jun 7, 2018
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Adding fallback layer fixes (#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
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Implemented PERFORM_UPDATE optimization
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Merge pull request #403 from Microsoft/develop-dxr
Adding initial Fallback Layer support for cheap AABB refitting when update build flag is used Triangle intersection fixes for close geometry Fallback layer support for geometry flags Small sample fixes
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Updating the Fallback to use a new version of the DxrFallbackCompiler (…
…#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
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Fixing compiler warnings (#406)
Fixing small issues from the last big change that was causing compiler warnings
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Develop dxr rs5 official api port (#407)
Updating the Fallback Layer to reflect the official DXR API and porting the D3D12HelloWorld Sample
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Implementing State Object handling for default shader exports/shader …
…associations/export renames (#409)
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Optimized treelet reorder pass
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Porting the rest of the samples to use the RS5 style fallback layer i…
…nterface and removing explicit exports/shader associations in some samples (#410)
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Enabling DXR shaders to compile with both experimental/official DXR H…
…LSL (#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)
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Add a section on debugging AS vertex input buffers in PIX. (#413)
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Robert Gerdisch committed
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Standardized max treelets calculation
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Merge pull request #416 from Microsoft/develop-dxr-treeletReorderFix
Standardized max treelets calculation
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Soothed warnings/errors for updated dxrflcompiler
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Updated prebuild check for rs5
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Merge pull request #417 from Microsoft/develop-dxr-prebuildCheck
Updated prebuild check for rs5
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Update.gitignore, binaries built from fallback layer unit tests shoul…
…dn't belong to repo
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Merge pull request #419 from Microsoft/p/clandrew/gitignore
Update.gitignore to exclude fallback layer unit test binaries
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Update.gitignore, binaries built from fallback layer unit tests shoul…
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Merge branch 'develop-dxr-rs5' of https://github.com/Microsoft/Direct…
…X-Graphics-Samples into develop-dxr-rs5
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Update samples for compatibility with latest DxCompiler (#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.
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Added macros to allow disabling treelet path. Treelet path doesn't wo…
…rk on AMD currently. Set these macros to 0 to get MiniEngineSample to run on AMD. (#421)
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Merging in DynamicGeometry sample v0.2. (#423)
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Fixed bug where NaN or Inf values in the normal buffer severely impai…
…red performance of TraceRay().
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Merge branch 'hackathon-dxr' of https://github.com/Microsoft/DirectX-…
…Graphics-Samples into hackathon-dxr
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Fix DxilPatchingUnitTests in develop-dxr and develop-dxr-rs5 (#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.
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Added macros to allow disabling treelet path. Treelet path doesn't wo…
…rk on AMD currently. Set these macros to 0 to get MiniEngineSample to run on AMD. (#421)
Peter Kristof authored and Robert Gerdisch committedJul 25, 2018 Configuration menu - View commit details
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Merging in DynamicGeometry sample v0.2. (#423)
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Fixed bug where NaN or Inf values in the normal buffer severely impai…
…red performance of TraceRay().
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Fix up and document Acceleration Structure visualization. (#425)
Peter Kristof authored and Robert Gerdisch committedJul 25, 2018 Configuration menu - View commit details
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Improved reflections by computing Fresnel in the pixel shader and sto…
…ring a reflective term in the normals GBuffer.
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Merge branch 'hackathon-dxr' of https://github.com/Microsoft/DirectX-…
…Graphics-Samples into hackathon-dxr
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Improved BVH traversal depth visualization
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Merge branch 'hackathon-dxr' of https://github.com/Microsoft/DirectX-…
…Graphics-Samples into hackathon-dxr
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Fixed experimental shader support for RS4 and RS5. (The first needs i…
…t, the second complains.)
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Merge pull request #429 from Microsoft/user/clandrew/readme
Re-add missing readme
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Added logic for collapsing leaves using SAH (#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
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Add PIX support & move nuget packages staging dir to the root. (#432)
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Merge pull request #431 from Microsoft/hackathon-dxr
Merge hackathon-dxr into develop-dxr-rs5
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Import Jacque's predefined cameras toggle in MiniEngine sample + a li…
…ttle code clean up.(#433)
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Corrected shading - incident radiance contribution is additive for re…
…flections. (#434)
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* 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
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Fix shadow single sample macros branch
Nikita Krupitskas authoredAug 20, 2018 Configuration menu - View commit details
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Merge pull request #441 from IgrauBezRuk/patch-1
Fix shadow single sample macros branch
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Added macros to allow disabling treelet path. Treelet path doesn't wo…
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Peter Kristof authored
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Point readme at the right binary revision. (#450)
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Updated known limitations in readmes. (#451)
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Updated readme with links. (#452)
Peter Kristof authoredAug 24, 2018 Configuration menu - View commit details
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Commits on Sep 11, 2018
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Updated samples for DXR RS5 (#454)
* Removed DynamicGeometry. Switched to lib_6_3 * Fixes * Updated DXR feature support check. * Removed deployment of overlay binaries. * Enabled DXR in MiniEngine sample
Peter Kristof authoredSep 11, 2018 Configuration menu - View commit details
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Disable DXR experimental feature in MiniEngine (#456)
Peter Kristof authoredSep 11, 2018 Configuration menu - View commit details
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Commits on Sep 12, 2018
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Removed experimental DXR in MiniEngine. Fixed DXR capability checks. …
…Switched to 1.5-dxr binaries. (#457)
Peter Kristof authoredSep 12, 2018 Configuration menu - View commit details
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Commits on Sep 17, 2018
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Use DirectXMath::XMStoreFloat3x4 to store DXR transforms. (#459)
Peter Kristof authoredSep 17, 2018 Configuration menu - View commit details
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Commits on Sep 18, 2018
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Calculate MRays/s from DispatchRays GPU time in Procedural Geometry s…
…ample.
Peter Kristof authoredSep 18, 2018 Configuration menu - View commit details
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Commits on Sep 20, 2018
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Remove explicit empty local root signatures. They were used as a work…
…around that is not needed anymore. (#461)
Peter Kristof authoredSep 20, 2018 Configuration menu - View commit details
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Procedural Geometry sample: Added geometry animation toggle. Cleanup …
…obsolete driver workarounds. (#462)
Peter Kristof authoredSep 20, 2018 Configuration menu - View commit details
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Document added DispatchRays time to the UI. (#463)
Peter Kristof authoredSep 20, 2018 Configuration menu - View commit details
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Update raytracing projects to RS5 SDK. (#464)
* Updated raytracing projects to RS5 SDK 17763 * Remove DirectXMath nuget package dependency. Redundant with RS5 SDK target.
Peter Kristof authoredSep 20, 2018 Configuration menu - View commit details
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Update requirements in the readme (#465)
Peter Kristof authoredSep 20, 2018 Configuration menu - View commit details
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Commits on Sep 25, 2018
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User VS HLSL compiler build step, use dxc binaries from SDK. (#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.
Peter Kristof authoredSep 25, 2018 Configuration menu - View commit details
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Tightened some loose ends from a port to RS5 API. (#467)
* Removed DXR called out as experimental * Updated ObjectToWorld to RS5 version ObjectToWorld3x4. * Updated DXR & FL support checks and error messages.
Peter Kristof authoredSep 25, 2018 Configuration menu - View commit details
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Commits on Oct 1, 2018
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Add 'export' keyword for lib_6_3 compatibility (#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.
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Commits on Oct 2, 2018
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Update d3dx12.h. Update Miniengine to 17763 SDK. Updated readmes. (#472)
Peter Kristof authoredOct 2, 2018 Configuration menu - View commit details
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develop-dxr-rs5-preview to master
Peter Kristof committedOct 2, 2018 Configuration menu - View commit details
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Peter Kristof committed
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Commits on Oct 3, 2018
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Fixed a grammatical error
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Documented state of Fallback Layer as of Windows October 2018 update.
Peter Kristof committedOct 3, 2018 Configuration menu - View commit details
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Update guidance re: use of FL .
Peter Kristof committedOct 3, 2018 Configuration menu - View commit details
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Peter Kristof committed
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Merge: DXR samples, Fallback layer, SDK rev, d3dx12.h updates for Win…
…dows 10 October 2018 update (#473)
Peter Kristof authoredOct 3, 2018 Configuration menu - View commit details
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Add a note about AMD compatibility with Fallback Layer. (#476)
Peter Kristof authoredOct 3, 2018 Configuration menu - View commit details
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Commits on Oct 8, 2018
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Commits on Oct 9, 2018
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Merge pull request #480 from Microsoft/user/sebmerry/UpdateTargetSDKT…
…o1809 Update d3dx12.h and target samples to the 1809 sdk
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Add DXGI Adapter Removal Support Test (#481)
* Add DXGIAdapterRemovalSupportTest which is referenced by the xGPU sample. * Move Tools dir to the root
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Commits on Oct 19, 2018
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Merge pull request #490 from walbourn/master
Fix warning in the D3DX12.H that happens at /W4
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Commits on Oct 22, 2018
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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.
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Commits on Oct 25, 2018
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Commits on Oct 30, 2018
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