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1 | | -# Hello World Samples |
| 1 | +--- |
| 2 | +page_type: sample |
| 3 | +languages: |
| 4 | +- cpp |
| 5 | +products: |
| 6 | +- windows-api-win32 |
| 7 | +name: Direct3D 12 Hello, World! samples |
| 8 | +urlFragment: d3d12-hello-world-samples-win32 |
| 9 | +description: This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept, and lays a foundation for all of the Direct3D 12 samples. |
| 10 | +extendedZipContent: |
| 11 | +- path: LICENSE |
| 12 | + target: LICENSE |
| 13 | +--- |
| 14 | + |
| 15 | +# Direct3D 12 Hello, World! samples |
2 | 16 |  |
3 | 17 |
|
4 | | -This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept and lays a foundation for all of the Direct3D 12 samples. |
5 | | -## Hello Window Sample |
| 18 | +This collection of samples act as an introduction to Direct3D 12. Each sample introduces an elementary concept, and lays a foundation for all of the Direct3D 12 samples. |
| 19 | + |
| 20 | +## Hello, window! sample |
| 21 | + |
6 | 22 | This sample shows you how to create a window, Direct3D device (with debug layers enabled), and present to the window. These are the basic elements that every sample uses. |
7 | | -## Hello Triangle Sample |
| 23 | + |
| 24 | +## Hello, triangle! sample |
| 25 | + |
8 | 26 | This sample shows you how to draw a static triangle using a vertex buffer. |
9 | | -## Hello Texture Sample |
| 27 | + |
| 28 | +## Hello, texture! sample |
| 29 | + |
10 | 30 | This sample shows you how to apply a Texture2D to triangle. |
11 | | -## Hello Bundles Sample |
| 31 | + |
| 32 | +## Hello, bundles! sample |
| 33 | + |
12 | 34 | This sample shows you how to use Bundles to draw a static triangle more efficiently. |
13 | | -## Hello Constant Buffers Sample |
| 35 | + |
| 36 | +## Hello, constant buffers! sample |
| 37 | + |
14 | 38 | This sample shows you how to animate a triangle using a constant buffer. |
15 | | -## Hello Frame Buffering Sample |
| 39 | + |
| 40 | +## Hello, frame buffering! sample |
| 41 | + |
16 | 42 | This sample shows you how to use fences and multiple allocators to queue up multiple frames to the GPU. |
17 | 43 |
|
18 | | -### Optional Features |
| 44 | +### Optional features |
19 | 45 | The Texture and Constant Buffer samples have been updated to build against the Windows 10 Anniversary Update SDK. In this SDK a new revision of Root Signatures is available for Direct3D 12 apps to use. Root Signature 1.1 allows for apps to declare when descriptors in a descriptor heap won't change or the data descriptors point to won't change. This allows the option for drivers to make optimizations that might be possible knowing that something (like a descriptor or the memory it points to) is static for some period of time. |
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