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DXUT rewrite based on DirectXTK for Win32 desktop apps


The existing "DXUT11" in the legacy DirectX SDK uses D3DX9 or D3DX11, and supports both Direct3D 9 and Direct3D 11.
With DirectXTK, we can rewrite a new DXUT to support samples running as Windows Vista, Windows 7, and Windows 8 Win32 desktop apps that only requires the Windows 8.0 SDK and DirectXTK.
  • Supports Direct3D 11.0 only (no Direct3D 9 or Windows XP support)
  • DirectXMath usage instead of D3DXMath
  • Cleaned up usage for C++11 (Standard Library & STL, const, remove legacy support from Windows 9x/ME/XP)
  • Compiles with both VS 2012 and VS 2010+Windows 8.0 SDK
  • Use DXERR from

    Feature wise it will provide:
  • Device enumeration
  • Basic UI framework for WIn32 desktop samples (including the DXUT keyboard/mouse and GUI widgets)
  • Feature Level and resoluton/MSAA settings
  • Camera for mouse
  • Updated for optional DirectX 11.1 support
  • Stereo swap-chain support
  • Enable Windows 8.0 SDK DXGI debugging?
  • Use VS 2012 "VSPIX" perf APIs
Closed Sep 18, 2013 at 6:35 AM by walbourn


walbourn wrote Jun 15, 2012 at 12:32 AM

"DXUT" for Metro style apps doesn't make much sense as Metro stlye apps have a completely different UI and input model. As such, this is not intended to be a "portability" library. That's what DirecXTK itself is for...

walbourn wrote Oct 3, 2012 at 8:55 PM

This is actually making some good progress thanks to one of the MVPs working on it.

MVives wrote Apr 10, 2013 at 8:33 AM

Chuck: Any word on the status of this item? Thanks.

walbourn wrote Apr 10, 2013 at 8:43 PM

Sorry, a number of other projects have been taking priority here for the past month or so...

Sephirothusi wrote Jul 8, 2013 at 10:45 PM

Hi, any status update on this? Would really appreciate any, thanks.

walbourn wrote Jul 9, 2013 at 12:17 AM

A full rewrite is not practical, so I'm working on a more straight-forward 'cleanup' of DXUT that removes dependencies on Direct3D 9, legacy D3DX, and the legacy DirectX SDK. I'm still in the process of doing this among other higher-priority work.

walbourn wrote Jul 9, 2013 at 7:00 AM

And to be clear 'by not practical' I mean I already have a full rewrite proposed from a different source, but it's so different that it doesn't meet one of my primary goals which is easy porting from existing clients of DXUT (i.e. the existing Direct3D 11 samples in the DirectX SDK)

Sephirothusi wrote Jul 9, 2013 at 9:12 AM

Thanks for the heads up!

Sephirothusi wrote Jul 9, 2013 at 9:14 AM

Although out of curiosity, would it be possible to release this 'full rewrite version' that's diferrent/incompatible with DXUT? Even as unsupported, additional piece of code?

walbourn wrote Jul 9, 2013 at 6:50 PM

That's a longer-term project which is why I was expecting to keep this work item active even after the short-term cleanup version is released...

seandynan wrote Sep 4, 2013 at 9:43 AM

Any progress on this? DXUT is the one remaining chunk of code that is holding up our transition to vc11. Our developer wants to port it himself for expediency but I won't let him unless your conversion is nowhere near finished. Please advise. Many thanks.