Copyright (c) Microsoft Corporation.
October 17, 2022
This package contains the "DirectX Tool Kit", a collection of helper classes for writing Direct3D 11 C++ code for Universal Windows Platform (UWP) apps for Windows 11, Windows 10, Xbox One, and Win32 desktop applications for Windows 7 Service Pack 1 or later.
This code is designed to build with Visual Studio 2019 (16.11), Visual Studio 2022, or clang for Windows v11 or later. Use of the Windows 10 May 2020 Update SDK (19041) or later is required.
These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see Where is the DirectX SDK?.
Public Header Files (in the DirectX C++ namespace):
Documentation is available on the GitHub wiki.
All content and source code for this package are subject to the terms of the MIT License.
For the latest version of DirectXTK, bug reports, etc. please visit the project site on GitHub.
As of the September 2022 release, the library makes use of C++11 inline namespaces for differing types that have the same names in the DirectX 11 and DirectX 12 version of the DirectX Tool Kit. This provides a link-unique name such as
DirectX::DX11::SpriteBatch that will appear in linker output messages. In most use cases, however, there is no need to add explicit
DX11 namespace resolution in client code.
Starting with the July 2022 release, the
bool forceSRGB parameter for DDSTextureLoader
Ex functions is now a
DDS_LOADER_FLAGS typed enum bitmask flag parameter. This may have a breaking change impact to client code. Replace
As of the March 2022 release, legacy Xbox One XDK support requires the XDK April 2018 release or later.
As of the October 2021 release, the DGSLEffect no longer directly supports skinning. Instead, make use of SkinnedDGSLEffect which is derived from DGSLEffect.
As of the August 2021 release, MakeSpriteFont requires the .NET version 4.7.2 targeting pack to be installed to build.
Starting with the June 2020 release, this library makes use of typed enum bitmask flags per the recommendation of the C++ Standard section 126.96.36.199.3 Bitmask types. This may have breaking change impacts to client code:
You cannot pass the
0 literal as your flags value. Instead you must make use of the appropriate default enum value:
Use the enum type instead of
DWORD if building up flags values locally with bitmask operations. For example,
WIC_LOADER_FLAGS flags = WIC_LOADER_DEFAULT; if (...) flags |= WIC_LOADER_FORCE_SRGB;
The UWP projects and the Win10 classic desktop project include configurations for the ARM64 platform. Building these requires installing the ARM64 toolset.
When using clang/LLVM for the ARM64 platform, the Windows 11 SDK (22000) is required.
CompileShaders.cmd script must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
For bug reports and feature requests, please use GitHub issues for this project.
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
The DirectX Tool Kit is the work of Shawn Hargreaves and Chuck Walbourn, with contributions from Aaron Rodriguez Hernandez and Dani Roman.
Thanks to Shanon Drone for the SDKMESH file format.
Thanks to Adrian Tsai for the geodesic sphere implementation.
Thanks to Garrett Serack for his help in creating the NuGet packages for DirectX Tool Kit.
Thanks to Roberto Sonnino for his help with the
CMO, DGSL rendering, and the VS Starter Kit animation.
Thanks to Pete Lewis and Justin Saunders for the normal-mapped and PBR shaders implementation.