From 7f37d24a4c3f2bb3103d60b3de562c135dfb0d11 Mon Sep 17 00:00:00 2001 From: Chuck Walbourn Date: Tue, 7 Feb 2023 11:54:08 -0800 Subject: [PATCH] February 6, 2023 (#154) --- .nuget/directxtk12_desktop_2019.nuspec | 2 +- .nuget/directxtk12_uwp.nuspec | 2 +- CMakeLists.txt | 2 +- HISTORY.md | 7 +++++++ LICENSE | 2 +- README.md | 8 ++++---- 6 files changed, 15 insertions(+), 8 deletions(-) diff --git a/.nuget/directxtk12_desktop_2019.nuspec b/.nuget/directxtk12_desktop_2019.nuspec index db37d768..4241838c 100644 --- a/.nuget/directxtk12_desktop_2019.nuspec +++ b/.nuget/directxtk12_desktop_2019.nuspec @@ -34,7 +34,7 @@ SpriteBatch - simple & efficient 2D sprite rendering SpriteFont - bitmap based text rendering VertexTypes - structures for commonly used vertex data formats WICTextureLoader - WIC-based image file texture loader - Matches the December 15, 2022 release on GitHub. + Matches the February 6, 2023 release on GitHub. http://go.microsoft.com/fwlink/?LinkID=615561 images\icon.jpg diff --git a/.nuget/directxtk12_uwp.nuspec b/.nuget/directxtk12_uwp.nuspec index ca571b50..b36f1e5a 100644 --- a/.nuget/directxtk12_uwp.nuspec +++ b/.nuget/directxtk12_uwp.nuspec @@ -34,7 +34,7 @@ SpriteBatch - simple & efficient 2D sprite rendering SpriteFont - bitmap based text rendering VertexTypes - structures for commonly used vertex data formats WICTextureLoader - WIC-based image file texture loader - Matches the December 15, 2022 release on GitHub. + Matches the February 6, 2023 release on GitHub. http://go.microsoft.com/fwlink/?LinkID=615561 images\icon.jpg diff --git a/CMakeLists.txt b/CMakeLists.txt index af851385..daacf238 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -3,7 +3,7 @@ cmake_minimum_required (VERSION 3.20) -set(DIRECTXTK12_VERSION 1.5.0) +set(DIRECTXTK12_VERSION 1.5.1) project (DirectXTK12 VERSION ${DIRECTXTK12_VERSION} diff --git a/HISTORY.md b/HISTORY.md index 468b8f43..c6e0f6e7 100644 --- a/HISTORY.md +++ b/HISTORY.md @@ -6,6 +6,13 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT ## Release History +### February 6, 2023 +* Fixed warnings when using GPU-based validation on PC +* Mouse relative mode now accumulates multiple delta updates per frame. Added new optional but recommended method ``EndOfInputFrame``. +* Fixed out-of-bounds read bug in the .WAV file reader. +* Additional checks added to DDSTextureLoader for planar video formats. +* CMake project updates + ### December 15, 2022 * DirectXHelpers updated with **CreateUnorderedAccessView**, **CreateRenderTargetView**, **CreateBufferShaderResourceView**, and **CreateBufferUnorderedAccessView** helpers * Added **EnableLighting** method to ``EffectFactory`` to support creating unlit model materials diff --git a/LICENSE b/LICENSE index 3109013a..fe69124d 100644 --- a/LICENSE +++ b/LICENSE @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2016-2022 Microsoft Corp +Copyright (c) 2016-2023 Microsoft Corp Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software diff --git a/README.md b/README.md index f5b79351..c7f38ec2 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ http://go.microsoft.com/fwlink/?LinkID=615561 Copyright (c) Microsoft Corporation. -**December 15, 2022** +**February 6, 2023** This package contains the "DirectX Tool Kit", a collection of helper classes for writing Direct3D 12 C++ code for Universal Windows Platform (UWP) apps for Windows 11 and Windows 10, game titles for Xbox Series X\|S and Xbox One, and Win32 desktop applications for Windows 11 and Windows 10. @@ -84,9 +84,9 @@ For the latest version of DirectXTK12, bug reports, etc. please visit the projec ## Release Notes -* 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::DX12::SpriteBatch`` that will appear in linker output messages. In most use cases, however, there is no need to add explicit ``DX12`` namespace resolution in client code. +* Starting with the February 2023 release, the Mouse class implementation of relative mouse movement was updated to accumulate changes between calls to ``GetState``. By default, each time you call ``GetState`` the deltas are reset which works for scenarios where you use relative movement but only call the method once per frame. If you call it more than once per frame, then add an explicit call to ``EndOfInputFrame`` to use an explicit reset model instead. -* As of the March 2022 release, legacy Xbox One XDK support requires the XDK April 2018 release or later. Upgrading to the Microsoft GDKX is strongly recommended. +* 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::DX12::SpriteBatch`` that will appear in linker output messages. In most use cases, however, there is no need to add explicit ``DX12`` namespace resolution in client code. * In the June 2021 release or later, the VS 2019 projects of this library build the HLSL shaders with Shader Model 6 via DXC. Since the NuGet still builds using VS 2017, the build-in shaders in that version are currently Shader Model 5.1. See [this wiki page](https://github.com/microsoft/DirectXTK12/wiki/Shader-Model-6) for more information. The Microsoft GDK projects always use Shader Model 6. @@ -98,7 +98,7 @@ For the latest version of DirectXTK12, bug reports, etc. please visit the projec * 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](https://walbourn.github.io/windows-sdk-for-windows-11/)) is required. +* When using clang/LLVM for the ARM64 platform, the Windows 11 SDK ([22000](https://walbourn.github.io/windows-sdk-for-windows-11/)) or later is required. * The ``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.