DirectXTK
DirectXShaderCompiler
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DirectXTK | DirectXShaderCompiler | |
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12 | 33 | |
2,480 | 2,902 | |
1.0% | 2.0% | |
7.6 | 0.0 | |
14 days ago | 7 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
DirectXTK
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I need help to make SSE Display Tweaks work.
LoadScreenAllow= LoadScreenBlock=All Note: In cases where only loadscreens with conditions are allowed, it is possible that none will show even if no others are available. LoadScreenFilter=false LoadScreenAllow= LoadScreenBlock=All Remove all lens flare from weather records. This is done in-memory and is not persistent. DisableWeatherLensFlare=false Disable actor fade when camera intersects the body. DisableActorFade=false Disable player fade when camera intersects the body. DisablePlayerFade=false [OSD] Enable the on-screen display. Enable=false InitiallyOn=true Comma separated list of displayed stats. fps - Framerate bare_fps - Just the framerate, no formatting frametime - Frametime bare_frametime - Just the frametime, no formatting counter - Frame counter vram - Video ram usage (used / budget) * all - Everything * Note that this line does not show total amount of memory available but rather the OS allocated budget which can vary based on how much is consumed by other applications. If usage exceeds the budget, you'll likely experience stuttering. Requires DXGI 1.4. Stats related to specific drivers are configured in their respective sections. Show=fps,vram How often the OSD updates (in seconds). UpdateInterval=0.3 Keys used used to toggle the OSD. ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input\_Script) ComboKey: 1 - Left Shift 2 - Right Shift 3 - Left Control 4 - Right Control 5 - Left Alt 6 - Right Alt 7 - Left Win 8 - Right Win ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert ComboKey=1 ToggleKey=0xD2 Align the OSD. 1 - Top Left 2 - Top Right 3 - Bottom Left 4 - Bottom Right Align=1 OSD position offset (X Y). Offset=4 4 Font scale (X Y) Omit Y for uniform scaling Scale=1.0 0.9 Adjust font scale based on amount of lines drawn. AutoScale=true Scale font size based on window size. Size remains constant when resolution to window size ratio != 1, for example when playing at non-native resolutions. ScaleToWindow=true Set a custom font. You can generate bitmaps from fonts installed on your system with MakeSpriteFont. https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts FontFile= Font and outline color (RGBA). Color=255 255 255 255 OutlineColor=0 0 0 255 Outline offset. OutlineOffset=1 "
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Xenia: Xbox 360 Emulator
XNA died when the people behind it left, thus the C++ side won once again, and DirectXTK was born as replacement.
https://walbourn.github.io/directxtk/
Years later they kind of sponsored Monogame, when they were recovering from XBox One mess,
https://news.xbox.com/en-us/2016/03/14/letter-chris-charla-i...
By the way, I think one of these episodes talks about the emulation, but I am not certain if it was on this podcast I heard about it.
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Need help converting wav files to XWB without the wav file names being changed
So for the past 8 hours, I've been trying to mod the music files for Bloons Monkey City. I converted some songs I wanted to use in BMC using audacity to wav and made sure to rename the files to the songs I wanted to replace. I used XWBtool to repackage the wav files into an XWB file, the file format BMC uses to store its music in. I used Foobar2000 to view the XMB file, and for whatever reason all the song names get changed to whatever the XWB file name is after repackaging them using XWBtool (I.e. The XWB's file name is whatever the first wav file XWBtool repackages. In my case, "WaveBank#1 (MCity_MvM)" is the first wav file that gets repackaged, so for whatever reason every other file also gets its names changed to "WaveBank#1 (MCity_MvM)," which is causing me a problem as BMC won't be able to read the other music files.).
- Flight Mechanics
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Learning DirectX 12 in 2023
DirectXTK 12 (includes SimpleMath and other goodies)
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Where can I learn directX
DirectXtutorial doesn't seem to have the greatest C++ code either. I would definitely use ComPtr.
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Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
DirectXTK (basically XNA ported to C++, after it was dropped)
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Chrono Cross: The Radical Dreamers Edition - How to play with the new graphics BUT with the old fonts
Thank you for your reply, I make spritefont from this link https://github.com/microsoft/DirectXTK/wiki/SpriteFont but still cannot show the right font Maybe have to check parameter of old font
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I'm having a hard time staying committed to learning C++ and OpenGL for game development.
Because you get stuff like DirectXTK and PIX from the company that does the API, while on Khronos stuff you need to go hunting for comunity or GPU vendor specific tooling.
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How to handle multithreading in concept.
then check up this https://github.com/microsoft/DirectXTK/wiki/Getting-Started
DirectXShaderCompiler
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Building the DirectX shader compiler better than Microsoft?
> We may support DXBC generation in Clang in the future (we mentioned that in the original proposal to LLVM). That work is unlikely to begin for a few years as our focus will be on supporting DXIL and SPIR-V generation first.
I appreciate this quote[0] from the microsoft camp. Setting clear expectations that something will not be done is a nice bit of fresh air.
[0] https://github.com/microsoft/DirectXShaderCompiler/issues/57...
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Vcc โ The Vulkan Clang Compiler
There's no need for transpilers these days, you can just compile HLSL to SPIR-V bytecode with dxc.
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Shader Compilation
Use DXC and only HLSL for your main shader editing.
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Apple's Game Porting Toolkit seems to have a D3DMetal.framework with full implementations of DirectX 12 to 9 on Metal
You can see libdxilconv in there, DXIL is the DirectX Intermediate Representation, documented in the open source shader compiler from Microsoft.
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Using WebGPU as a graphics API for native C++ applications
๐คจ For a "refusal to acknowledge it", they do appear to have a rather sizeable document mapping between HLSL and SPIR-V? https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
- What amazing things do you guys do with LLVM?
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Is SPIRV-Cross a valid option to target Metal from HSSL?
I am starting work on a compute-driven rendering engine, and it seems that the best way to go around it will be to write code in HSSL, and then use DirectXShaderCompiler to generate SPIR-V, and SPIRV-Cross to then generate MSL. And while DXSC's repo has a page on incompatibilities, no such resource seems to exist for SPIRV-Cross targeting Metal.
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Learning DirectX 12 in 2023
DirectX Shader Compiler
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
rust-gpu - ๐ Making Rust a first-class language and ecosystem for GPU shaders ๐ง
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
macOS_Wine_builds - Official Winehq macOS Packages
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.