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xdopamine

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  1.   Yeah it does, however, this SDK allows you to select "10.0.10240.0" in the project properties as the "Target Platform Version".
  2.   You can find the SDK for 10240 here: http://download.microsoft.com/download/E/1/F/E1F1E61E-F3C6-4420-A916-FB7C47FBC89E/standalonesdk/sdksetup.exe   (I googled and found this link on some web page - I hope it's ok)   This one, however, doesn't include the Win RT/UWP update for Windows 10.
  3. Oh, I forgot to click "Attach This File".
  4. Since my old DX12 template didn't work anymore after I installed Windows 10 10240, VS2015 RTM and SDK 10240 I decided to fix and release it.   It bases on https://code.msdn.microsoft.com/windowsapps/Direct3D-12-UAP-Sample-ecb1779f but instead of UAP my template uses a simple Win32 console application.    
  5. I think the course just wants him to implement a "game" that logs some data into a file and makes sure that this file can't be tampered with (for example serializing the data into a xml file and using some asymmetric encryption algorithm for a certificate like system). I doubt it's about protecting the client-side process.
  6. DX12

      What? Are you sure you are looking at the right source code?
  7. DX12

    Take a look at this sample https://code.msdn.microsoft.com/windowsapps/Direct3D-12-UAP-Sample-ecb1779f It should work with the latest public SDK. If you don't like the UAP environment you can easily port the D3D12 intialization part (DeviceResources.cpp/h) to Win32 to get a barebone for your experiments.
  8. Here you are. You are right, only certain MIP levels are broken.
  9.   Yeah, that's it.   Unfortunately, my Windows 10 installation started to BSOD all the time. (KERNEL_SECURITY_CHECK_FAILURE@RTWlanU.sys). I should use a VM + WARP as well...
  10. Thanks for the update. Now the app runs but the output looks weird. On WARP it works fine.
  11.     Exception: mCommandList->SetGraphicsRootDescriptorTable(3, mSamplerHeap.hGPUHeapStart);   Unhandled exception at 0x00007FFFC03D5CE6 (nvwgf2umx.dll) in Project1.exe: 0xC0000005: Access violation reading location 0x0000000000000000.   :/   I have a Nvidia GTX 970 Maxwell card and you?
  12. Hey, I added support for specifying root signatures in HLSL.   In backstep's latest version it looks like: #define MyRS1 "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \                          "CBV(b0), " \                          "DescriptorTable( CBV(b1), " \                                           "CBV(b2)) " ..... [RootSignature(MyRS1)] VSOutput VSMain(float3 pos : POSITION, float4 color : COLOR) { .... } And can be used like this: // Use the root sig extracted from one of the shaders. if (g_VS.ContainsRootSignature()) {     g_RootSig.CreateFromBlob(mDevice.Get(), g_VS.GetBlob()); }
  13. Cool, thanks for the new sample!     Is it documented somewhere?
  14. Does anybody know whether "commandList->CreateVertexBufferViewsInHeap" has been removed entirely or is it just missing from the SDK?