The branch will look for import libs named as Microsoft names them. Is this perchance fixed already in the pr-msvc-support branch Yes. The Effects library for Direct3D 11 (FX11) is the work of Ian McIntyre based on FX10 with contributions from Michael Oneppo and Chuck Walbourn. The expensive part should only happen when we already have a candidate library, however, so it should not happen too often. The Effects library for Direct3D 10 (FX10) was the work of John Rapp and Kutta Srinivasan as a rewrite of the FX9 library with contributions from Anuj Gosalia, Kev Gee, Sam Glassenberg, Relja Markovic, and Ian McIntyre. The Effects library for Direct3D 9 (FX9) was the work of Loren McQuade with contributions from Relja Markovic. See this post for a complete listing of D3DX equivalents. Windows desktop apps using VS 2017/VS 2019.It is not supported by the Shader Model 6 ( DXC.EXE) or later DXIL compiler.įX11 was formerly hosted on CodePlex. It generates a deprecation warning with D3DCompile API (#47). It is supported in the Windows 8.x/Windows 10 SDK version of the HLSL compiler ( FXC.EXE) and D3DCompile API (#46). The fx_5_0 profile support in the HLSL compiler is deprecated, and does not fully support DirectX 11.1 HLSL features such as minimum precision types. FX11 requires the D3DCompiler API be available at runtime to provide shader reflection functionality, and this API is not deployable for Windows Store apps on Windows 8.0, Windows RT, or Windows phone 8.0. The Effects 11 library is for use in Win32 desktop applications. See Microsoft Docs for a list of differences compared to the Effects 10 (FX10) library.
#Microsoft d3dx9.lib code
Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together in C++.Įffects 11 is being provided as a porting aid for older code that makes use of the Effects 10 (FX10) API or Effects 9 (FX9) API in the deprecated D3DX9 library.