Windows

    DirectX Software Development Kit

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    English
    Download the complete DirectX SDK, which contains the DirectX Runtime and all DirectX software required to create DirectX compliant applications.
    • Version:

      9.24.1400

      File Name:

      DXSDK_Aug08.exe

      Date Published:

      8/18/2008

      File Size:

      463.5 MB

        This DirectX SDK release contains updates to tools, utilities, samples, documentation, and runtime debug files for x64 and x86 platforms.

        For additional information please see Microsoft DirectX Developer Center along with reviewing the Readme for last-minute updates.
    • Supported Operating System

      Windows Server 2003, Windows Server 2003 R2 (32-Bit x86), Windows Server 2003 R2 Datacenter Edition (32-Bit x86), Windows Server 2003 R2 Datacenter x64 Edition, Windows Server 2003 R2 Enterprise Edition (32-Bit x86), Windows Server 2003 R2 Enterprise x64 Edition, Windows Server 2003 R2 Standard Edition (32-bit x86), Windows Server 2003 R2 Standard x64 Edition , Windows Server 2003 R2 x64 editions, Windows Server 2003 Service Pack 1, Windows Server 2003 Service Pack 2, Windows Server 2003 Service Pack 2 x64 Edition, Windows Server 2003 x64 editions, Windows Server 2003, Datacenter Edition (32-bit x86), Windows Server 2003, Datacenter x64 Edition, Windows Server 2003, Enterprise Edition (32-bit x86), Windows Server 2003, Enterprise x64 Edition, Windows Server 2003, Standard Edition (32-bit x86), Windows Server 2003, Standard x64 Edition, Windows Server 2003, Web Edition, Windows Server 2008, Windows Server 2008 Datacenter, Windows Server 2008 Datacenter without Hyper-V, Windows Server 2008 Enterprise, Windows Server 2008 Enterprise without Hyper-V, Windows Server 2008 Standard, Windows Server 2008 Standard without Hyper-V, Windows Small Business Server 2003 , Windows Small Business Server 2008 Premium, Windows Small Business Server 2008 Standard , Windows Vista, Windows Vista 64-bit Editions Service Pack 1, Windows Vista Business, Windows Vista Business 64-bit edition, Windows Vista Business N, Windows Vista Enterprise, Windows Vista Enterprise 64-bit edition, Windows Vista Home Basic, Windows Vista Home Basic 64-bit edition, Windows Vista Home Basic N, Windows Vista Home Premium, Windows Vista Home Premium 64-bit edition, Windows Vista Service Pack 1, Windows Vista Starter, Windows Vista Starter N, Windows Vista Ultimate, Windows Vista Ultimate 64-bit edition, Windows Web Server 2008, Windows XP, Windows XP 64-bit, Windows XP Home Edition , Windows XP Home Edition N, Windows XP Media Center Edition, Windows XP Professional Edition, Windows XP Professional N, Windows XP Professional x64 Edition , Windows XP Service Pack 1, Windows XP Service Pack 2, Windows XP Service Pack 3, Windows XP Starter Edition, Windows XP Tablet PC Edition

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      • This section contains the following:



        What's New in the August 2008 DirectX SDK

        This version of the DirectX SDK contains the following new features, tools, and documentation.

        PIX Improvents

        This release of PIX has many significant improvements.

        • Draw call timing for single-frame capturesPIX now calculates GPU-side timing information for Direct3D 9 and Direct3D 10 draw calls when performing single-frame captures or during playback.
        • Improved 32/64-bit supportPIX has improved 64-bit support and cross-platform compatibility. Run files can be played back on either platform regardless of whether the original application was 32-bit or 64-bit. By using the 64-bit version of PIX to analyze your application, you can take advantage of the larger address-space available on 64-bit Windows and reduce the chance of running out of memory.
        • Improved application supportPIX has improved support for applications that call both Direct3D 9 and Direct3D 10. It is also able to safely capture data from multithreaded applications.
        • Output Messages tabA new Output Messages tab is available that better exposes debug output from the Render, Mesh, and Shader views. You can filter messages by view and sort them by event ID, timestamp, and type, as well as copy them to the clipboard.
        • Render tabAs you move through the draw calls in a run file, the Render view continues to display the back buffer on Present calls, but for other calls it now displays the currently-bound render target. Also, the status bar now shows the surface format information. In addition, pencil icons appear on all the tabs of surfaces or textures that are currently bound to the device as render targets.
        • Buffer Data viewThe performance of the Buffer Data is significantly improved and large buffers are no longer painfully slow to examine.
        Notch Filter Added to XAudio2

        A notch filter (also known as a band-rejection filter) setting has been added to the state-variable filter available on source and submix voices. Notch filters allow you to attenuate a specific frequency band, such as an unwanted hum or hiss sounds. This filter is not yet exposed in XACT.

        Echo Effect Added to XAPO Effects Library

        An echo effect has been added to the XAPO effects library (XAPOFX). This effect, which includes adjustable delay, feedback gain, and wet/dry mix, may be used for pure delay in addition to echo.

        Games for Windows Branding Tool

        This release introduces the Games for Windows Branding tool. This tool helps developers and publishers test their compliance against the Games for Windows technical requirements and test requirements.

        New Samples

        This release has two new samples.

        • The DepthOfField10.1 sample, contributed by AMD, shows how to use depth of field with MSAA on Direct3D 10.1 hardware.
        • The RaycastTerrain sample demonstrates how to render terrain using cone-step mapping in the pixel shader.


        Known Issues with the August 2008 SDK

        Issues with the Games for Windows Branding Tool

        In the August 2008 SDK, the Games for Windows Branding tool has the following issues:

        • On Windows Vista, the Branding tool will incorrectly report that AppVerifier.exe is not installed even if is installed. If AppVerifier.exe is installed, users can ignore this message.
        • There are some scenarios where auto-generate bugs will get duplicated when running the automated tools. Users should manually delete the duplicated bugs.
        These issues will be fixed in a future release of the SDK.

        Unhandled Exception in Games for Windows Branding Tool and Report Viewer When Saving Bugs With Invalid Characters in the Title

        In the August 2008 SDK, users should not use invalid file system characters in the titles for bugs created using the Games for Windows Branding tool or Report Viewer. An unhandled exception will occur when saving bugs with invalid characters in the title. In a future release of the SDK, users of the tools will be prompted to only use valid characters.

        Invalid Email Alias in the Report Tab of the Games for Windows Report Viewer

        In the August 2008 SDK, the report tab in the Games for Windows Report Viewer contains an invalid email address. Users should not send email to this invalid email alias. This email alias will be removed in a future release of the SDK.

        HLSL Compiler Issue When Writing Replicates From Scalar Instructions

        The HLSL compiler may crash on shader model 3.0 and below if a value calculated by a scalar instruction (rcp, rsq, exp, log) is replicated and has a source modificer (saturate, abs, neg). For example, the following code will crash when compiled because the line with "float4(0, Factor, 0, Factor)" replicates a variable that was calculated by a scalar instruction (exp) and was modified by the saturate intrinsic:

        // fxc /T ps_3_0 /E Main



        float Uniform_X;

        struct FInput

        {

        float4 ScreenPosition : TEXCOORD0;

        };



        void Main(FInput Interpolants, out float4 OutColor : COLOR0 )

        {

        float Factor = 1.0f;

        Factor = saturate(exp(Uniform_X));

        OutColor = float4(0, Factor, 0, Factor);

        }

        This issue will be fixed in a future release of the SDK.

        Breaking Changes in the HLSL Compiler Coming From November 2007 or Prior SDKs

        In order to improve the performance and usability of the HLSL compiler for both 10 and 9 targets, the March 2008 and later SDK have changed the parser component of the HLSL compiler. If you are migrating from an SDK prior to March 2008, several of these changes may require you to change your HLSL code. For most of the impactful changes, using the compatibility compilation flag (/Gec) will suppress the parser change.

        Note: These changes do not affect the legacy D3D9-only HLSL compiler that is enabled using the /LD switch.

        • Type double is no longer supported. The type float provides superior performance and the same floating-point resolution.
        • Type half no longer can be used as a global variable type. This can be suppressed using the compatibility compilation flag (/Gec).
        • Built-in types such as float4 no longer can be redefined as other types via typedef.
        • Type void no longer is legal as a parameter or member type.
        • Floating-point literals are now an "any float" type, changing overload resolution in some cases.
        • Default parameters are now always resolved statically. It is no longer legal to give default parameters in a function definition if there is a prototype. Defaults can only be given in the prototype.
        • Default parameter values are no longer legal for inout and out parameters.
        • Target qualifiers (i.e., ps_4_0) no longer can be specified for functions.
        • All semantic target strings now are validated at parse time and must match valid target names.
        • All global variables now are implicitly const. This can be suppressed by using the compatibility compilation flag (/Gec).
        • Comparisons between signed and unsigned values now produce a warning.
        • Redefining a loop variable in a following loop generates a warning that the variable has been redefined.
        • Techniques names now are contained in the global scope. Therefore, you cannot have multiple techniques of the same name, and you cannot have a function and a technique of the same name.
        • For Direct3D 10 targets, developers no longer can bind two different variables to the same constant register. For example, the following code no longer is legal:

          const float4 a : register(c30);

          const float4 b : register(c30);

          To correct this code and produce the exact same compiled code, it should be changed to the following:

          const float4 a : register(c30);

          static const float4 b = a;

        IXACT3Engine::PrepareWave Doesn't Support xWMA

        In the March 2008 and later SDKs, the IXACT3Engine::PrepareWave doesn't support xWMA. Titles wishing to use xWMA in XACT can prepare those waves using one of the following methods:

        • IXACT3WaveBank::Prepare
        • IXACT3SoundBank::Prepare
        • IXACT3Engine::PrepareInMemoryWave
        • IXACT3Engine::PrepareStreamingWave
        Resampler In XAudio2 May Introduce Aliasing For Mono 16-bit Source Data

        In the March 2008 and later SDKs, the resampler in XAudio2 may introduce more aliasing for mono 16-bit source data compared to other formats. This is noticeable mostly on frequency changes larger than a factor of two. To workaround this issue, use a submix voice to implement the bulk of the frequency change.

        For example, playing an 11 kHz mono wave will exhibit the aliasing when sending to a 44.1 kHz voice. By sending the source voice first to an 11 kHz mono submix, and then to the 44.1 kHz destination voice, the aliasing is mitigated.

        In a future release of the SDK, the resampler will eliminate some of the more objective aliasing specific to mono 16-bit source data.

        Don't Flush Source Buffers Immediately Before Destroying a Voice

        In the March 2008 and later SDKs, titles should not call IXAudio2SourceVoice::FlushSourceBuffers immediately before calling IXAudio2SourceVoice::DestroyVoice. Titles that do call FlushSourceBuffers immediately before DestroyVoice may cause the title to crash. Titles that must flush source buffers before destroying the voice should insert a short pause between flushing the buffers and destroying the voice. For example, the title might have code similar to the following:

        pSourceVoice->FlushSourceBuffer();

        Sleep( 2 );

        pSourceVoice->DestroyVoice();

        In a future release of the SDK, titles will not need to insert the short pause.

        xWMA Compression Doesn't Support AIFF Sources

        In the March 2008 and later SDKs, content creators must use WAV files if they want to use xWMA compression. The AIFF file format can be used for ADPCM and XMA compression. In a future release of the SDK, AIFF will be supported in xWMA.

        Unable to Reuse Attached XAPOs

        In the November 2007 and later SDKs, titles are unable to reuse XAPOs that have been attached to a voice effects chain. If a title maintains a reference to an XAPO instance, adds the XAPO to a voice effects chain, and then destroys that voice, the title is blocked from re-using that XAPO instance in a subsequent voice effects chain. This issue will be fixed in a future release of the SDK.

        XAudio2: Queries about Volume, Pitch, Frequency Ratio, and Filter Parameters May Not Return Currently Set Values

        In the August 2007 and later SDKs, changing state (such as the volume, pitch, frequency ratio, filter parameters, and others) is deferred. The following methods will all return the most recently set value, even if that value hasn't yet been applied to the sounds.

        • IXAudio2Voice::GetChannelVolumes
        • IXAudio2Voice::GetOutputMatrix
        • IXAudio2Voice::GetVolume
        • IXAudio2SourceVoice::GetFilterParameters
        • IXAudio2SourceVoice::GetFrequencyRatio
        In a future release of the SDK, these methods will return the values that currently are applied to the sounds.

        XACT Fails Silently When Saving to Protected Directories on Windows Vista

        On Windows Vista, XACT fails silently when a user tries to save XACT project files to a protected directory such as "Program Files"; to the user, it will look like the save was successful. In a future release of the XDK, XACT will give a warning when trying to save to protected directories.



        XACT Platform-Specific Compression Restrictions

        In XACT, users should ensure that compression presets are valid for a given wave on all platforms; if compression fails, the wave reverts to the use of a no compression preset, and, therefore, is uncompressed on all platforms. For Windows exclusive titles, ensure that the Xbox 360 format setting is PCM to avoid this issue. On Xbox 360, ensure that all XMA-compressed waves are 16-bit. On Windows and Xbox 360, ensure that all xWMA-compressed waves use xWMA's supported sampling rates. This issue will be fixed in a future release of the SDK.

        Symbols for DirectX

        The latest and most complete source for debugging symbols is the Microsoft Symbol Server. We recommend using the symbol server rather than using the included partial symbols package. For instructions about using the Microsoft Symbol Server, see http://www.microsoft.com/whdc/devtools/debugging/debugstart.mspx.

        Installation Notes for All Platforms

        • This SDK installs on Windows XP, Windows Server® 2003, Windows Server 2008, and Windows Vista using Visual Studio .NET 2005 or 2008.
        • Before installing the current DirectX SDK, remove previous versions of the DirectX SDK.
        • Some samples require that you install the latest Microsoft Windows SDK (Platform SDK) on your system.
        • If you are using Visual Studio 2005 and run the Platform SDK Integration tool, all custom include and library paths will be erased, including those added by the DirectX SDK. To fix the issue, developers will need to either reinstall the DirectX SDK or manually add the paths to Visual Studio.
        • If you encounter compilation issues related to the DirectX headers, make sure that the include directories in Visual Studio are set correctly. On the Win32 platform, make sure that there is a reference to the DirectX headers. "$(DXSDK_DIR)include" should appear in the include directory "$(VCInstallDir)Include."
        • SDK Installation to a network share is not supported. Some components (documentation and managed samples) do not run.
        • Several virus protection software applications interfere with SDK installation. They may require you to disable virus protection software until SDK installation is completed.
        • If you encounter the error message "A cabinet file is necessary for installation and cannot be trusted" during installation, your system may be corrupted, or cryptographic services may be disabled. To resolve the problem, try the following:

          1. Enable cryptographic services. On the Start menu, right-click My Computer, and then click Manage. The Computer Management window appears. In the left navigation pane, click Services and Applications. In the right pane, double click Services, and then double-click Cryptographic Services. The Cryptographic Services Properties property sheet appears. On the General tab, ensure that Service Status is Started, and that Startup Type is Automatic.
          2. If you are running Windows on a FAT32 drive, run scandisk.
          3. Try the resolution steps in Detecting digital signing issues in Windows XP.
          4. Try the resolution steps in You cannot install some updates or programs.
          5. Remove temporary files in %temp%. If you are installing end-user runtime, also remove "%windir%\system32\directx\websetup Error."
        • External firewall programs may indicate that the file InstallDeveloperFiles.exe wants to access the Internet. This is by design, and should be enabled.

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