Direct3D SDK Debug Layer Tricks

When programming graphics applications, one of the more frustrating aspects of development is that you can end up writing thousands of lines of code and when you run it, all you get is a blank screen. Or maybe a blue screen. Or a crash. But often, not actually a useful image. Errors in state setting,…

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Visual Studio 2012 Update 1

An update to Visual Studio 2012 is now available for download. For full details, see the following blog posts: Visual Studio team blog, Somasegar’s blog, and Visual Studio ALM + Team Foundation Server blog. This update includes support for targeting Windows XP with the Visual C++ 2012 toolset and CRT. This provides C++11 Language and Standard…

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Windows Imaging Component and Windows 8

There are a number of new features and some bugs fixed in the Windows Imaging Component for Windows 8. With the installation of KB 2670838 this new version of WIC is also available on Windows 7 Service Pack 1. The Windows 8.0 SDK contains the latest version of the headers needed to build with the new…

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DirectX 11.1 and Windows 7

Windows 8 includes an updated “DirectX 11.1 Runtime” that supports Direct3D 11.1, updates Direct2D and DirectWrite, DXGI 1.2, and a revision of the Windows Imaging Component (WIC). Portions of the “DirectX 11.1 Runtime” are being made available on Windows 7 Service Pack 1 via the Platform Update for Windows 7 Service Pack 1 and Windows…

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BUILD 2012 Conference

The BUILD 2012 conference includes a number of game developer related presentations which are available on Channel 9.   Windows Store apps Designing games for Windows 8 Core technologies for Windows 8 games  Developing a Windows Store app using C++ and DirectX Graphics at the core of Windows 8 and your app Performance tips for…

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Effects for Direct3D 11 Update

The Effects 11 library (FX11) was made available as shared-source in the DirectX SDK. Previous versions of the Effects library were part of D3DX (FX9) or built into the OS (FX10). With the DirectX SDK now legacy (see Where is the DirectX SDK? and Where is the DirectX SDK (2013 Edition)?), there are still a number…

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Dual-use Coding Techniques for Games, part 3

Writing shared code for Windows Store and Win32 desktop apps (continued from part 1 and part 2) Windows Runtime (WinRT) APIs There are a number of areas of the system where you must use WinRT APIs to access the required functionality for Windows Store apps, and there is no Win32 equivalent included in the Windows…

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Dual-use Coding Techniques for Games, part 2

Writing shared code for Windows Store and Win32 desktop apps (continued from part 1) Win32 APIs The majority of the “core” API family are new Windows Runtime (WinRT) style APIs which are not available for down-level Win32 desktop applications. Therefore the overlap is in Win32 APIs that are available to both kinds of applications. In…

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Dual-use Coding Techniques for Games, part 1

Writing shared code for Windows Store, Xbox One, and Win32 desktop apps Introduction Apps written for the Windows Store make use of the Windows Runtime (WinRT) and a restricted subset of Win32 APIs located in the core API family. Traditional Win32 desktop apps have access to a larger desktop API family, but this is subject to…

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DirectXMath: F16C and FMA

In this installment in our series, we cover a few additional instructions that extend the AVX instruction set. These instructions make use of the VEX prefix and require the OS implement “OXSAVE”. Without this support, these instructions are all invalid and will generate an invalid instruction hardware exception. Half-precision Floating-point Conversion The F16C instruction set…

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