Samples

GLTFSample Cauldron Sample Project
This sample demonstrates how to use most of Cauldron’s features. It is also a useful reference for getting started with developing your own samples and prototypes.

AMD Freesync™ Premium Pro (HDR) Sample
This sample demonstrates how to enable Freesync Premium Pro (HDR) with the DirectX® 12 and Vulkan® APIs.

CPU Core Counts
This sample code correctly detects the physical and logical cores of today’s modern processors, along with the processor vendor and family.

Barycentrics DirectX® Shader Extension Samples
The Barycentrics samples show how to enable intrinsic instructions in your DirectX®11 or DirectX®12 HLSL code.

Vulkan® mbcnt Sample
This sample shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront.

Vulkan® OoORasterization
The Vulkan™ out-of-order rasterization sample shows how to use the out-of-order rasterization extension.

HelloVulkan Introductory Vulkan® Sample
HelloVulkan is a small, introductory Vulkan® “Hello Triangle” sample which shows how to set up a window, set up a Vulkan context, and render a triangle.

CrossfireAPI11
This sample demonstrates how to use the explicit Crossfire™ application programming interface (API).

Sparse Textures OpenGL®
This sample presents the GL_AMD_sparse_texture extension introduced by AMD FirePro W and AMD Radeon HD 7000 series.

FirePro Framelock OpenGL® Sample
This sample shows how to enable Framelock in an application using the WGL_NV_swap_group extension.

nBody DirectX® 12 Sample (asynchronous compute version)
This is a slightly modified version of the Microsoft D3D12nBodyGravity sample, This sample demonstrates the use of asynchronous compute shaders (multi-engine) to simulate an n-body gravity system.

HelloD3D12 DirectX® 12 Sample
HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued and constant buffers.

SSAA11 DirectX® 11 SDK Sample
This sample demonstrates some of the ways in which to reduce scene aliasing without using a post process technique.

SilhouetteTessellation11 DirectX® 11 SDK Sample
This SDK sample implements PN Triangles and Phong tessellation. It also shows how to optimize performance by using adaptive tessellation techniques.

SeparableFilter11 DirectX® 11 SDK Sample
This sample presents a technique for achieving highly optimized, user-defined separable filters.

MLAA11 DirectX® 11 SDK Sample
This sample demonstrates a post-process pixel shader technique that applies fullscreen anti-aliasing to an image.

GPUParticles11 DirectX® 11 SDK Sample
This sample demonstrates how to implement a simple GPU-based particle system.

ForwardPlus11 DirectX® 11 SDK Sample
This sample provides an example implementation of the Forward+ algorithm, which extends traditional forward rendering to support high numbers of dynamic lights while maintaining performance.

DepthBoundsTest11 DirectX® 11 SDK Sample
The DepthBoundsTest11 sample shows how to use the Depth Bounds driver extension.

TiledLighting11 DirectX® 11 SDK Sample
This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred.
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