Knowledge

Direct3D

Source πŸ“

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flexibilities to some of the existing features (cubemap arrays and independent blending modes). Direct3D 10.1 level hardware must support the following features: Multisampling has been enhanced to generalize coverage based transparency and make multisampling work more effectively with multi-pass rendering, better culling behavior – Zero-area faces are automatically culled; this affects wireframe rendering only, independent blend modes per render target, new sample-frequency pixel shader execution with primitive rasterization, increased pipeline stage bandwidth, both color and depth/stencil MSAA surfaces can now be used with CopyResource as either a source or destination, MultisampleEnable only affects line rasterization (points and triangles are unaffected), and is used to choose a line drawing algorithm. This means that some multisample rasterization from Direct3D 10 are no longer supported, Texture Sampling – sample_c and sample_c_lz instructions are defined to work with both Texture2DArrays and TextureCubeArrays use the Location member (the alpha component) to specify an array index, support for TextureCubeArrays.
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multisampled resource once it is no longer bound as a render target, full HLSL integration – all Direct3D 10 shaders are written in HLSL and implemented with the common-shader core, integer and bitwise shader operations, organization of pipeline state into 5 immutable state objects, organization of shader constants into constant buffers, increased number of render targets, textures, and samplers, no shader length limit, new resource types and resource formats, layered runtime/API layers, option to perform per-primitive material swapping and setup using a geometry shader, increased generalization of resource access using a view, removed legacy hardware capability bits (caps).
1199:, expanding on the functionality first introduced in Direct3D 10.1 runtime. Feature levels allow developers to unify the rendering pipeline under Direct3D 11 API and make use of API improvements such as better resource management and multithreading even on entry-level cards, though advanced features such as new shader models and rendering stages will only be exposed on up-level hardware. There are three "10 Level 9" profiles which encapsulate various capabilities of popular DirectX 9.0a cards, and Direct3D 10, 10.1, and 11 each have a separate feature level; each upper level is a strict superset of a lower level. 1662: 1370:
operations in a render target, option to bind a subrange of a constant buffer to a shader and retrieve it, option to create larger constant buffers than a shader can access, option to discard resources and resource views, option to change subresources with new copy options, option to force the sample count to create a rasterizer state, option to clear all or part of a resource view, option to use Direct3D in Session 0 processes, option to specify user clip planes in HLSL on feature level 9 and higher, support for
823:), as well as the ability to allocate vertex buffers in hardware memory. Hardware vertex buffers represent the first substantive improvement over OpenGL in DirectX history. Direct3D 7.0 also augmented DirectX support for multitexturing hardware, and represents the pinnacle of fixed-function multitexture pipeline features: although powerful, it was so complicated to program that a new programming model was needed to expose the shading capabilities of graphics hardware. Direct3D 7.0 also introduced 36: 1925: 1785: 1240:
texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-mip precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias, addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading.
1693: 1579:– With the Windows 10 anniversary update (version 1607), released on August 2, 2016, the Direct3D 12 runtime has been updated to support constructs for explicit multithreading and inter-process communication, allowing developers to take advantage of modern massively parallel GPUs. Other features include updated root signatures version 1.1, as well as support for 2339:
addressed using CBV (constant buffer view), SRV (shader resource view) and UAV (unordered access view), as well as texture sampler units. Tier 3 hardware allows fully bindless resources only restricted by the size of the descriptor heap, while Tier 1 and Tier 2 hardware impose some limits on the number of descriptors ("views") that can be used simultaneously.
2092:) re-encapsulate various features of popular Direct3D 9 cards, levels 10_0, 10_1 refer to respective legacy versions of Direct3D 10, 11_0 and 11_1 reflects the feature introduced with Direct3D 11 and Direct3D 11.1 APIs and runtimes, while levels 12_0 and 12_1 correspond the new feature levels introduced with the Direct3D 12 API. 1562:
and unnecessary uses. In Direct3D 12, descriptor heaps and tables mean the most often used resources can be allocated by developers in tables, which the GPU can quickly and easily access. This can contribute to better performance than Direct3D 11 on equivalent hardware, but it also entails more work for the developer.
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Each upper level is a strict superset of a lower level, with only a few new or previously optional features that move to the core functionality on an upper level. More advanced features in a major revision of the Direct3D API such as new shader models and rendering stages are only exposed on up-level
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Direct3D 10.1 added a few new mandatory hardware requirements, and to remain compatible with 10.0 hardware and drivers, these features were encapsulated in two sets called "feature levels", with 10.1 level forming a superset of 10.0 level. As Direct3D 11.0, 11.1 and 12 added support for new hardware,
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Floating Point Rules – Uses the same IEEE-754 rules for floating-point EXCEPT 32-bit floating point operations have been tightened to produce a result within 0.5 unit-last-place (0.5 ULP) of the infinitely precise result. This applies to addition, subtraction, and multiplication. (accuracy to 0.5 ULP
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level hardware must support the following features: the ability to process entire primitives in the new geometry-shader stage, the ability to output pipeline-generated vertex data to memory using the stream-output stage, multisampled alpha-to-coverage support, readback of a depth/stencil surface or a
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4.0 and optional interruptibility for shader programs. In this model shaders still consist of fixed stages as in previous versions, but all stages support a nearly unified interface, as well as a unified access paradigm for resources such as textures and shader constants. The language itself has been
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Finer-grained context switching, i.e. being able to switch two execution threads at the shader-instruction level instead of the single-command level or even batch of commands, was introduced in WDDM/DXGI 1.2 which shipped with Windows 8. This overcomes a potential scheduling problem when application
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WDDM driver model in Windows Vista and higher supports arbitrarily large number of execution contexts (or threads) in hardware or in software. Windows XP only supported multitasked access to Direct3D, where separate applications could execute in different windows and be hardware accelerated, and the
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Fullscreen mode: The Direct3D application generates all of the graphical output for a display device. In this mode Direct3D automatically captures Alt-Tab and sets/restores screen resolution and pixel format without the programmer intervention. This also provides plenty of problems for debugging due
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While resource binding is fairly convenient in Direct3D 11 for developers at the moment, its inefficiency means several modern hardware capabilities are being drastically underused. When a game engine needed resources in DX11, it had to draw the data from scratch every time, meaning repeat processes
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Some new hardware features are also in Direct3D 12, including Shader Model 5.1, Volume Tiled Resources(Tier 2), Shader Specified Stencil Reference Value, Typed UAV Load, Conservative Rasterization(Tier 1), better collision and culling with Conservative Rasterization, Rasterizer Ordered Views (ROVs),
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Although Nvidia has announced broad support for Direct3D 12, they were also somewhat reserved about the universal appeal of the new API, noting that while game engine developers may be enthusiastic about directly managing GPU resources from their application code, "a lot of folks wouldn't" be happy
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DXUT (also called the sample framework) is a layer built on top of the Direct3D API. The framework is designed to help the programmer spend less time with mundane tasks, such as creating a window, creating a device, processing Windows messages and handling device events. DXUT have been removed with
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Direct3D 12 for Windows 10 requires graphics hardware conforming to feature levels 11_0 and 11_1 which support virtual memory address translations and requires WDDM 2.0 drivers. There are two new feature levels, 12_0 and 12_1, which include some new features exposed by Direct3D 12 that are optional
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allows a lower level of hardware abstraction than earlier versions, enabling future applications to significantly improve multithreaded scaling and decrease CPU utilization. This is achieved by better matching the Direct3D abstraction layer with the underlying hardware, through new features such as
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features include: Support for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format),
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For DirectX 2.0 and 3.0, the Direct3D immediate mode used an "execute buffer" programming model that Microsoft hoped hardware vendors would support directly. Execute buffers were intended to be allocated in hardware memory and parsed by the hardware to perform the 3D rendering. They were considered
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The ability to execute the runtime in a multi-threaded mode has been introduced with Direct3D 11 runtime. Each execution context is presented with a resource view of the GPU. Execution contexts are protected from each other, however a rogue or badly written app can take control of the execution in
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Direct3D 12 introduces a revamped resource binding model which allows explicit control of memory. Abstract "resource view" objects are now represented with resource descriptors, which are allocated using memory heaps and tables. Resource Binding tiers define maximum number of resources that can be
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shipped in July 2015 with Windows 10; it includes minor rendering features from Direct3D 12, while keeping the overall structure of the Direct3D 11.x API. Direct3D 11.3 introduces optional Shader Specified Stencil Reference Value, Typed Unordered Access View Loads, Rasterizer Ordered Views (ROVs),
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on feature level 9, support for video playback, extended support for shared Texture2D resources, and on-the-fly swapping between Direct3D 10 and 11 contexts and feature levels. Direct3D 11.1 includes new feature level 11_1, which brings minor updates to the shader language, such as larger constant
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and because of the massive install base of non-Direct3D 10 compatible graphics cards, the first Direct3D 10-compatible games still provide Direct3D 9 render paths. Examples of such titles are games originally written for Direct3D 9 and ported to Direct3D 10 after their release,
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In Direct3D 5 to 9, when new versions of the API introduced support for new hardware capabilities, most of them were optional – each graphics vendor maintained their own set of supported features in addition to the basic required functionality. Support for individual features had to be determined
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and HLSL compiler enhancements, support for minimum precision HLSL scalar data types, UAVs (Unordered Access Views) at every pipeline stage, target-independent rasterization (TIR), option to map SRVs of dynamic buffers with NO_OVERWRITE, shader processing of video resources, option to use logical
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feature a tessellation engine that can be used with Direct3D 9/10/10.1 and OpenGL, but it's not compatible with Direct3D 11 (according to Microsoft). Older graphics hardware such as Radeon 8xxx, GeForce 3/4 had support for another form of tesselation (RT patches, N patches) but those technologies
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Within Direct3D 11, the commands are sent from the CPU to the GPU one by one, and the GPU works through these commands sequentially. This means that commands are bottlenecked by the speed at which the CPU could send these commands in a linear fashion. Within DirectX 12 these commands are sent as
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Pipeline state objects (PSOs) have evolved from Direct3D 11, and the new concise pipeline states mean that the process has been simplified. DirectX 11 offered flexibility in how its states could be altered, to the detriment of performance. Simplifying the process and unifying the pipelines (e.g.
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Direct3D 10.1 sets a few more image quality standards for graphics vendors, and gives developers more control over image quality. Features include finer control over anti-aliasing (both multisampling and supersampling with per sample shading and application control over sample position) and more
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those shaders to instructions that could be understood by the hardware. Direct3D 8.0 and its programmable shading capabilities were the first major departure from an OpenGL-style fixed-function architecture, where drawing is controlled by a complicated state machine. Direct3D 8.0 also eliminated
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Root signatures introduce configurations to link command lists to resources required by shaders. They define the layout of resources that shaders will use and specifies what resources will be bound to the pipeline. A graphics command list has both a graphics and compute root signature, while a
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WDDM 2.0 and DirectX 12 have been reengineered to allow fully multithreaded draw calls. This was achieved by making all resources immutable (i.e. read-only), serializing the rendering states and using draw call bundles. This avoids complex resource management in the kernel-mode driver, making
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In December 1996, a team in Redmond took over development of the Direct3D Immediate Mode, while the London-based RenderMorphics team continued work on the Retained Mode. The Redmond team added the DrawPrimitive API that eliminated the need for applications to construct execute buffers, making
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Unlike prior versions of the API, Direct3D 10 no longer uses "capability bits" (or "caps") to indicate which features are supported on a given graphics device. Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be "Direct3D 10
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Windows XP and earlier are not supported by DirectX 10.0 and above. Furthermore, Direct3D 10 dropped support for the retained mode API which had been a part of Direct3D since the beginning, making Windows Vista incompatible with 3D games that had used the retained mode API as their
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the user-mode driver and could potentially access data from another process within GPU memory by sending modified commands. Though protected from access by another app, a well-written app still needs to protect itself against failures and device loss caused by other applications.
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on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a
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The Microsoft Direct3D 11 API defines a process to convert a group of vertices, textures, buffers, and state into an image on the screen. This process is described as a rendering pipeline with several distinct stages. The different stages of the Direct3D 11 pipeline are:
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and optional texture management to simplify programming. Direct3D 6.0 also included support for features that had been licensed by Microsoft from specific hardware vendors for inclusion in the API, in exchange for the time-to-market advantage to the licensing vendor.
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Direct3D 10 introduced a much simplified set of mandatory hardware requirements based on most popular Direct3D 9 capabilities which all supporting graphics cards had to adhere to, with only a few optional capabilities for supported texture formats and operations.
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The common shader core provides a full set of IEEE-compliant 32-bit integer and bitwise operations. These operations enable a new class of algorithms in graphics hardwareβ€”examples include compression and packing techniques, FFTs, and bitfield program-flow
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Direct3D 12 features explicit multi-adapter support, allowing the explicit control of multiple GPUs configuration systems. Such configurations can be built with graphics adapter of the same hardware vendor as well of different hardware vendor together.
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compute command list will have only a compute root signature. These root signatures are completely independent of each other. While the root signature lays out the types of data for shaders to use, it does not define or map the actual memory or data.
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08 technical conference on August 26, 2008. The Direct3D 11 Technical Preview has been included in November 2008 release of DirectX SDK. AMD previewed working DirectX11 hardware at Computex on June 3, 2009, running some DirectX 11 SDK samples.
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The OS manages the threads all by itself, allowing the hardware to switch from one thread to the other when appropriate, and also handles memory management and paging (to system memory and to disk) via integrated OS-kernel memory management.
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extremely awkward to program at the time, however, hindering adoption of the new API and prompting calls for Microsoft to adopt OpenGL as the official 3D rendering API for games as well as workstation applications. (see OpenGL vs. Direct3D)
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The pipeline stages illustrated with a round box are fully programmable. The application provides a shader program that describes the exact operations to be completed for that stage. Many stages are optional and can be disabled altogether.
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on levels 11_0 and 11_1. Some previously optional features are realigned as baseline on levels 11_0 and 11_1. Shader Model 6.0 has been released with Windows 10 Creators Update and requires Windows 10 Anniversary Update, WDDM 2.1 drivers.
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bits, how the resource will be used by the application. These flags dictate which resources are used in dynamic or static access patterns. Static resource values don't change after being loaded, whereas dynamic resource values may be
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command lists, containing all the required information within a single package. The GPU is then capable of computing and executing this command in one single process, without having to wait on any additional information from the CPU.
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Within these command lists are bundles. Where previously commands were just taken, used, and then forgotten by the GPU, bundles can be reused. This decreases the workload of the GPU and means repeated assets can be used much faster.
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compiler, option to annotate graphics commands. Feature levels 11_0 and 11_1 introduce optional support for tiled resources with shader level of detail clamp (Tier2). The latter feature effectively provides control over the hardware
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Resource binding (three tiers), tiled resources (four tiers), conservative rasterization (three tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, view instancing.
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Logical blend operations, target-independent rasterization, UAVs at every pipeline stage with increased slot count, UAV only rendering with force sample count, constant buffer offsetting and partial updates, all 11_0 features.
2332:: Shader Model 6.5, Raytracing Tier 1.1, Mesh Shaders, Variable-Rate Shading, Sampler Feedback, Resource Binding Tier 3, Tiled Resources Tier 3 (Texture3D), Conservative Rasterization Tier 3, 40-bit virtual address space. 919:
to system memory, allows graphics operations to be interrupted and scheduled and allow DirectX surfaces to be shared across processes. Direct3D 9Ex was previously known as version 1.0 of Windows Graphics Foundation (WGF).
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Shader Model 4.0, geometry shader, stream out, alpha-to-coverage, 8K textures, MSAA textures, 2-sided stencil, general render target views, texture arrays, BC4/BC5, full floating-point format support, all 9_3 features.
907:(previously versioned 9.0L ("L" standing for Longhorn, the codename for Windows Vista)), an extension only available in Windows Vista, 7, 8, 8.1, 10, and 11, allows the use of the advantages offered by Windows Vista's 1430:
was updated to fully support the new features. There is no feature level 11_2 however; the new features are dispersed across existing feature levels. Those that are hardware-dependent can be checked individually via
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This approach allows developers to unify the rendering pipeline and use a single version of the API on both newer and older hardware, taking advantage of performance and usability improvements in the newer runtime.
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support, allowing multiple instances of similar meshes, such as armies, or grass or trees, to be rendered in a single draw call, reducing the processing time needed for multiple similar objects to that of a single
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API subsystem component. The aim of Direct3D is to abstract the communication between a graphics application and the graphics hardware drivers. It is presented like a thin abstract layer at a level comparable to
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compatible". This is a significant departure, with the goal of streamlining application code by removing capability-checking code and special cases based on the presence or absence of specific capabilities.
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stage that breaks the old model of one vertex in/one vertex out, to allow geometry to be generated from within a shader, thus allowing for complex geometry to be generated entirely by the graphics hardware.
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API that attained little adoption. Game developers clamored for more direct control of the hardware's activities than the Direct3D retained mode could provide. Only two games that sold a significant volume,
396:(or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, 1080:
was announced by Microsoft shortly after the release of Direct3D 10 as a minor update. The specification was finalized with the release of November 2007 DirectX SDK and the runtime was shipped with the
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Besides introducing an easier-to-use immediate mode API, DirectX 5.0 added the SetRenderTarget method that enabled Direct3D devices to write their graphical output to a variety of DirectDraw surfaces.
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Rather than adopt OpenGL as a gaming API, Microsoft chose to continue improving Direct3D, not only to be competitive with OpenGL, but to compete more effectively with other proprietary APIs such as
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Root parameters are one type of entry in a root signature. The actual values of the root parameters that are modified at runtime are called root arguments. This is the data that the shaders read.
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pixel shader states) lead to a more streamlined process, significantly reducing the overheads and allowing the graphics card to draw more calls for each frame. Once created, the PSO is immutable.
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buffers and optional double-precision instructions, as well as improved blending modes and mandatory support for 16-bit color formats to improve the performance of entry-level GPUs such as
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Separate capabilities exist to indicate support for specific texture operations and resource formats; these are specified per each texture format using a combination of capability flags.
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UAV only rendering with force sample count, constant buffer offsetting and partial updates, double precision (64-bit) floating point operations, minimum floating-point precision (10- or
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Direct3D was not considered to be user friendly, but as of DirectX version 8.1, many usability problems were resolved. Direct3D 8 contained many powerful 3D graphics features, such as
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Tiled resources (four tiers), conservative rasterization (three tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats.
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as a separate API. Direct3D subsumed all remaining DirectDraw API calls still needed for application development, such as Present(), the function used to display rendering results.
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Fixed pipelines are being done away with in favor of fully programmable pipelines (often referred to as unified pipeline architecture), which can be programmed to emulate the same.
2559:– Gallium Nine makes it possible to run Direct3D 9 applications on Linux natively, i.e. without any calls translation which allows for a near native speed. It depends on Wine and 951:
extended to be more expressive, including integer operations, a greatly increased instruction count, and more C-like language constructs. In addition to the previously available
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Indirect Drawing, descriptor tables, concise pipeline state objects, and draw call bundles. Reducing driver overhead is the main attraction of Direct3D 12, similarly to AMD's
842:, enabling developers to write code without worrying about superfluous hardware state. The complexity of the shader programs depended on the complexity of the task, and the 1123:
Unlike Direct3D 10 which strictly required Direct3D 10-class hardware and driver interfaces, Direct3D 10.1 runtime can run on Direct3D 10.0 hardware using a concept of "
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Other notable features are the addition of two new texture compression algorithms for more efficient packing of high quality and HDR/alpha textures and an increased
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The following alternative implementations of Direct3D API exist. They are useful for non-Windows platforms and for hardware without some versions of DX support:
6937: 1597:. and Shader Model 6.0 requires Windows 10 Anniversary Update (version 1607), WDDM 2.1. New graphical features are Depth Bounds Testing and Programmable MSAA. 5522: 5347: 2464:
possible multiple reentrant calls to the user-mode driver via concurrent executions contexts supplied by separate rendering threads in the same application.
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The Mesh interface and geometry functions have been removed and are now distributed as source via CodePlex under DirectXMesh geometry processing library.
377:. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software 7339: 1515:. In the words of its lead developer Max McMullen, the main goal of Direct3D 12 is to achieve "console-level efficiency" and improved CPU parallelism. 1417:. New hardware features require DXGI 1.3 with WDDM 1.3 drivers and include runtime shader modification and linking, Function linking graph(FLG), inbox 636:" 3D API. Both types of API were already offered with the second release of Reality Lab before Direct3D was released. Like other DirectX APIs, such as 5690: 5167: 1978:: Processes entire primitives such as triangles, points, or lines. Given a primitive, this stage discards it, or generates one or more new primitives. 5828: 4216: 1482:– Initial Direct3D 11.4 was introduced with Windows 10 Threshold 2 update (version 1511) improving external graphics adapters support and DXGI 1.5. 1110:
Format Conversion while copying between certain 32/64/128 bit prestructured, typed resources and compressed representations of the same bit widths.
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to generate the graphical output in the display. Windowed mode can have the same level of performance as full-screen, depending on driver support.
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and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D
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Shader Model 5.0/5.1, hull & domain shaders, DirectCompute (CS 5.0/5.1), 16K textures, BC6H/BC7, extended pixel formats, all 10_1 features.
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with instancing and additional shader caps, 4K textures, multiple render targets (4 MRTs), floating-point blending (limited), all 9_2 features.
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Direct3D 11 also introduced "10level9", a subset of the Direct3D 10 API with three feature levels encapsulating various Direct3D 9 cards with
1998:: Determines the final pixel color to be written to the render target and can also calculate a depth value to be written to the depth buffer. 1952: 7314: 4721: 942:
includes a major update to the Direct3D API. Originally called WGF 2.0 (Windows Graphics Foundation 2.0), then DirectX 10 and DirectX Next,
2992: 1850:: Determines the type of resource: surface, volume, texture, cube texture, volume texture, surface texture, index buffer or vertex buffer. 7375: 609:
In 1992, Servan Keondjian, Doug Rabson and Kate Seekings started a company named RenderMorphics, which developed a 3D graphics API named
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exposes partial support for instancing on feature level 9_1 and 9_2 hardware, otherwise fully supported from feature level 9_3 onward.
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but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires
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Formats – The precision of float16 blending has increased to 0.5 ULP. Blending is also required for UNORM16/SNORM16/SNORM8 formats.
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Logical blend operations, double precision (64-bit) floating point operations, minimum floating point precision (10- or 16-bit).
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Texture functions have been removed and are now distributed as source via CodePlex under DirectXTex texture processing library.
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would have very long execution of a single command/batch of commands and will have to be terminated by the OS watchdog timer.
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are responsible for rendering the 3D scene. They provide an interface with different rendering capabilities. For example, the
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General helpers have been removed and are now distributed as source via CodePlex under DirectX Tool Kit (DirectXTK) project.
2507:– vkd3d is an open source 3D graphics library built on top of Vulkan which allows to run Direct3D 12 applications on top of 7458: 5396: 5373: 1362:
device drivers. Preliminary version of the Windows SDK for Windows 8 Developer Preview was released on September 13, 2011.
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Mandatory support for 4x MSAA for all render targets and 8x MSAA for all render target formats except R32G32B32A32 formats.
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UAVs at every pipeline stage, UAV only rendering with force sample count, constant buffer offsetting and partial updates.
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An experimental support of D3D 12 for Windows 7 SP1 has been released by Microsoft in 2019 via a dedicated NuGet package.
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technique. Microsoft included these features in DirectX, then added them to the requirements needed for drivers to get a
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includes full-featured Direct3D 11 runtime and DXGI 1.1 update, as well as other related components from Windows 7 like
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Feature levels use underscore as a delimiter (i.e. "12_1"), while API/runtime versions use dot (i.e. "Direct3D 11.4").
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optional Standard Swizzle, optional Default Texture Mapping, Conservative Rasterization (out of three tiers), optional
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support was one such feature, renamed as DXTC for purposes of inclusion in the API. Another was TriTech's proprietary
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Some features present in previous versions of D3DX were removed in Direct3D 11 and now provided as separate sources:
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Resource Binding Tier 2, Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats), Shader Model 6.0.
1718: 585: 478: 292: 119: 72: 5269: 4630: 7746: 7660: 7380: 7234: 5149: 4184: 3388: 1249: 1202: 240: 6736: 6228: 6214: 5966: 5526: 5333: 5123: 5011: 4950: 4540: 1984:: Can write out the previous stage's results to memory. This is useful to recirculate data back into the pipeline. 7670: 7043: 7013: 6722: 6686: 4928: 4843: 4696: 4674: 4581: 4518: 4452: 4430: 4360: 4346: 4324: 4302: 4280: 4072: 3926: 3898: 3845: 3803: 3789: 3746: 3724: 3655: 3602: 3580: 3558: 3536: 3490: 3468: 2962: 2798: 2784: 2770: 2742: 2728: 2678: 1355: 661:, were based on the Direct3D retained mode, so Microsoft did not update the retained mode API after DirectX 3.0. 6435: 5855: 2830: 2659:
The isochart texture atlas has been removed and is now distributed as source via CodePlex under UVAtlas project.
2641:
A large part of the math library has been removed. Microsoft recommends use of the DirectX Math library instead.
1253:
and Tessellation Shaders to increase at runtime the number of visible polygons from a low detail polygonal model
79: 7762: 7703: 6563: 6259: 6074: 1536: 1214: 657: 57: 6791: 6189: 3522: 2448:
OS had limited control about what the GPU could do and the driver could switch execution threads arbitrarily.
1956:: Performs operations on sets of patch control points, and generates additional data known as patch constants. 1183:
was released as part of Windows 7. It was presented at Gamefest 2008 on July 22, 2008 and demonstrated at the
915:. Direct3D 9Ex, in conjunction with DirectX 9 class WDDM drivers allows graphics memory to be virtualized and 7574: 6821: 6708: 3692: 2683: 2608: 1594: 969: 582: 6851: 5060:
First and foremost among Maxwell 2's new features is the inclusion of full Direct3D 11.2/11.3 compatibility.
2756: 1970:: Performs operations on vertices output by the tessellation stage, in much the same way as a vertex shader. 1806:
device: Does nothing. This device is used when the SDK is not installed and a reference device is requested.
7698: 7569: 7559: 7547: 6958: 6881: 4872: 4761: 2532: 1874:
pool is basically the same as the system memory pool, but resources are not bound by hardware restrictions.
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includes a limited set of features from Direct3D 11.1, though components that depend on WDDM 1.2 – such as
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with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.
340: 336: 86: 7851: 7810: 7723: 7675: 174: 17: 6761: 4223: 3966: 2125:), 2K textures, volume textures, event queries, BC1-3 (a.k.a. DXTn), a few other specific capabilities. 543:
Direct3D 10.1 – Windows Vista SP1/Windows 7; Shader Model 4.1, Windows Graphics Foundation 2.1, DXVA 2.1
7552: 7319: 7286: 7120: 2688: 2612: 2022: 1796:
device: Simulates new functions not yet available in hardware. It is necessary to install the Direct3D
1777: 1287: 1116: 889: 359: 4821: 4383:"Description of the Platform Update for Windows Server 2008 and the Platform Update for Windows Vista" 4202: 3641: 896:(MRT), Multiple-Element Textures, texture lookups in the vertex shader and stencil buffer techniques. 7841: 7542: 7344: 7261: 7038: 7033: 7008: 5048: 4652: 2583:
Direct3D comes with D3DX, a library of tools designed to perform common mathematical calculations on
1912: 1829: 1706: 1336: 1257: 751: 449: 68: 53: 7471: 6167: 6145: 5787: 4999:
http://channel9.msdn.com/Blogs/DirectX-Developer-Blog/DirectX-Evolving-Microsoft-s-Graphics-Platform
4795: 4567: 4137: 4036: 3420: 3296: 1454:. It includes some features, such as draw bundles, that were later announced as part of DirectX 12. 7519: 7307: 7271: 5246: 4496: 4162: 4112: 3944: 3881: 3624: 3342: 2592: 2560: 2497:– The Wine open source project has working implementations of the Direct3D APIs via translation to 1948:: Performs operations on a single vertex at a time, such as transformations, skinning, or lighting. 1940:: Reads in vertex data from an application supplied vertex buffer and feeds them down the pipeline. 1797: 5589: 5188: 3184: 7805: 7790: 7767: 7514: 7504: 7438: 6951: 6303: 5666:"Coming to DirectX 12β€” Mesh Shaders and Amplification Shaders: Reinventing the Geometry Pipeline" 5562: 5421: 3127: 3060: 2045: 1866:
pool will be stored in system memory, and will be sent to the device when required. Resources in
1192: 893: 233: 46: 6940:, technical article discussing the new features of DirectX 10 and their impact on computer games 6661: 5629: 4729: 3000: 734:(released in August, 1998) introduced numerous features to cover contemporary hardware (such as 7836: 7466: 7448: 7418: 7276: 6988: 6515:
Compatibility tool for Steam Play based on Wine and additional components: ValveSoftware/Proton
4976: 2603:
storage and matrix stacks. There are several functions that provide complex operations over 3D
1624: 1127:", but new features are supported exclusively by new hardware which expose feature level 10_1. 813: 716:. The first beta of DrawPrimitive shipped in February 1997, and the final version shipped with 641: 3831: 2055:
New feature levels are introduced with updated versions of the API and typically encapsulate:
7736: 7655: 7650: 7443: 7203: 7115: 7018: 6639:
Build Gallium Nine support on top of an existing WINE installation: iXit/wine-nine-standalone
5576: 5168:"AnandTech – Microsoft Announces DirectX 12: Low-Level Graphics Programming Comes To DirectX" 4093: 3366: 3317: 1584: 1467: 1316: 816: 324: 308: 5769: 4058: 3710: 3446: 2816: 2030:
using "capability bits" or "caps", making cross-vendor graphics programming a complex task.
7537: 7239: 7188: 7089: 7028: 6927: 6564:"Proton Re-Based To Wine 4.11, Adds D9VK Direct3D 9, Better CPU Utilization & DXVK 1.3" 2709: 2628: 2596: 2588: 1911:
Windowed mode: The result is shown inside the area of a window. Direct3D communicates with
1061:, which prevents objects from being rendered if it is not visible or too far to be visible. 1054: 1024: 537: 392: 374: 366: 304: 267: 245: 217: 6932: 4019: 2831:"Windows Advanced Rasterization Platform (WARP) Guide – WARP Architecture and Performance" 2493: 2138:
Occlusion queries, floating-point formats (no blending), extended caps, all 9_1 features.
8: 7612: 7595: 7496: 7403: 7142: 5097: 4603:"Intel's Haswell IGP to Feature DirectX 11.1, Increased Professional Application Support" 4405:"The Platform Update for Windows Vista – DirectX Developer Blog – Site Home – MSDN Blogs" 2631:(DLL). D3DX is deprecated from Windows 8 onward and can't be used in Windows Store apps. 2268:
All mandatory 11_0 features from Direct3D 11, Shader Model 5.1, Resource binding Tier 1.
1634: 1528: 1262:β€” to render to the same Direct3D device object from different threads for multi core CPUs 1064: 598: 6322: 4616: 4244: 2963:"MicroSoft DirectX Downloads for Windows (Win95, Win98, Win98SE, WinME, Win2000, WinXP)" 1675:
Please help update this article to reflect recent events or newly available information.
838:(released in November, 2000) introduced programmability in the form of vertex and pixel 7183: 7023: 2600: 1610: 1502: 1366: 1151: 1113:
Mandatory support for 4x MSAA for all render targets except R32G32B32A32 and R32G32B32.
809: 794: 790: 789:
A confidential memo sent in 1997 shows Microsoft planning to announce full support for
680: 592: 224: 3158: 2844: 2527:-based translation layer for Direct3D 9/10/11 which allows running 3D applications on 2299:
Logical blend operations, target-independent rasterization, increased UAV slot count.
1858:: Describes how the resource is managed by the runtime and where it is stored. In the 1057:
allows drawing calls to be ignored based on some other conditions. This enables rapid
979:
Because Direct3D 10 hardware was comparatively rare after the initial release of
93: 7795: 7665: 7607: 7433: 7213: 7167: 6591:"Implement Direct3D9 Frontend by Joshua-Ashton Β· Pull Request #1275 Β· doitsujin/dxvk" 6519: 5310: 3686: 2942: 2897: 2873:"Home> GPUs ATI SMARTSHADER Technology - Powering the next generation Radeon" 2515:
project, and is now included with Valve's Proton project bundled with Steam on Linux.
1524: 1383: 1376: 1308: 1271: 1163: 1028: 986: 783: 743: 328: 296: 205: 5234: 3242: 2647:
The Effect framework has been removed and is now distributed as source via CodePlex.
7846: 7266: 7152: 5348:"Meet the future of PC graphics: Microsoft reveals faster, console-like DirectX 12" 4888: 4866: 4777: 4755: 2584: 2539:
for Linux. DXVK is able to run a large number of modern Windows games under Linux.
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never saw substantial use. As such, their support was dropped from newer hardware.
1038: 992: 453: 253: 213: 200: 5715: 437:
reimplementation of several Windows APIs, includes an implementation of Direct3D.
402:, designed to emulate the complete feature set of Direct3D 10.1, is included with 7147: 6266: 3026: 2616: 2536: 2512: 2280:
Metacommands, variable shading rate, raytracing, mesh shaders, sampler feedback.
1974: 1766: 1716:
graphics API. It provides a low-level interface to every video card 3D function (
1191:
The Direct3D 11 runtime is able to run on Direct3D 9 and 10.x-class hardware and
1048: 960: 874: 735: 684: 472: 465: 430: 422: 344: 6943: 6464:"Windows 10 Versus Linux: 6 Steam Games Benchmarked On Intel's Hades Canyon NUC" 5691:"Coming to DirectX 12β€” Sampler Feedback: some useful once-hidden data, unlocked" 2993:"Download DirectX 9.0c End-User Runtime from Official Microsoft Download Center" 1143: 7627: 7486: 7208: 7079: 6637: 6242: 6106: 6079: 6052: 6025: 5998: 5971: 5943: 5915: 5887: 5860: 5833: 5806: 1395: 1097: 858: 739: 551: 320: 6590: 2619:. Spatial functions include various intersection routines, conversion from/to 1205:
was earlier considered for Direct3D 10, but was later abandoned. GPUs such as
497:
Direct3D 9.0a – Shader Model 2.0a (Pixel Shader 2.0a & Vertex Shader 2.0a)
7830: 7741: 7731: 7645: 7529: 7398: 7329: 7162: 7157: 5270:"AnandTech – Microsoft Details Direct3D 11.3 & 12 New Rendering Features" 5027:"AnandTech – Microsoft Details Direct3D 11.3 & 12 New Rendering Features" 2169:
Logical blend operations, DirectCompute (CS 4.0/4.1), extended pixel formats.
1944: 1644: 1489: 1371: 1320: 1301: 1082: 980: 952: 939: 862: 843: 633: 523: 434: 407: 355: 312: 307:
in applications where performance is important, such as games. Direct3D uses
6493:
Vulkan-based D3D11 and D3D10 implementation for Linux / Wine: doitsujin/dxvk
2501:. Wine's implementation can also be run on Windows under certain conditions. 1709:(see attached diagram). Direct3D contains numerous features that GDI lacks. 7800: 6568: 6440: 6386: 6278: 2644:
Spherical harmonics math has been removed and is now distributed as source.
2624: 2524: 2508: 2084:
In Direct3D 11.4 for Windows 10, there are nine feature levels provided by
2005: 1994: 1512: 1470:
support, and additional Tiled Resources (tier 2) (Volume tiled resources).
1399: 1042: 956: 947: 912: 870: 866: 768: 764: 708:
Direct3D more closely resemble other immediate mode rendering APIs such as
519:(all releases); Shader Model 3.0 (Pixel Shader 3.0 & Vertex Shader 3.0) 512: 382: 6513: 6364: 2221:
Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats).
2065:
a common set of previously optional features (Direct3D 11.0 "10 level 9").
1843:; specific data used during rendering. Each resource has four attributes: 494:
Direct3D 9.0 – Shader Model 2.0 (Pixel Shader 2.0 & Vertex Shader 2.0)
7785: 7693: 7428: 7132: 7074: 7069: 6409: 4382: 3096: 2038:
new mandatory capabilities were further grouped in upper feature levels.
1962:: Subdivides geometry to create higher-order representations of the hull. 1885: 1854: 1732: 1643:– Windows 10 version 21H2 and Windows 11 version 21H2 brings support for 1414: 1332: 1230: 1206: 1147: 1139: 1135: 1131: 1021:
New state object to enable (mostly) the CPU to change states efficiently.
820: 779: 651: 645: 610: 565: 316: 6540: 6260:
GVCS005 - Microsoft Direct3D 12: New API Details and Intel Optimizations
5651: 4568:"Windows Display Driver Model Enhancements in Windows Developer Preview" 771:
to encourage broad adoption of the features in other vendors' hardware.
526:
only; Direct3D 9.0c, Shader Model 3.0, Windows Graphics Foundation 1.0,
456:
to unify OpenGL and Direct3D in the 1990s, but was eventually canceled.
7413: 7354: 7218: 7137: 6615: 5076:"DirectX 11.3 New Features Outline – Tiled Resources – Typed UAV Loads" 2872: 2704: 2477: 1762: 1753: 1532: 1423: 1283: 851: 687:
with the BeginScene/EndScene methods of the IDirect3DDevice interface.
637: 614: 578: 572: 516: 508: 504: 418: 386: 370: 209: 140: 6335: 2970: 561:(partially supported on Windows 7 SP1 also); Stereoscopic 3D Rendering 7815: 6436:"Valve's Proton Offers Branch With VKD3D For Direct3D 12 Over Vulkan" 6336:"The Wine team is proud to announce that the stable release Wine 4.0" 6308: 5026: 3517: 3243:"Get Fast and Simple 3D Rendering with DrawPrimitive and DirectX 5.0" 3192: 1862:
pool the resource will exist only in device memory. Resources in the
1812:
device: Performs software rendering. This device was introduced with
1387: 1351: 1312: 709: 673: 558: 547: 403: 362:, providing the use of 2D and 3D graphics in interactive media ties. 145: 6799: 6491: 2180:
Shader Model 4.1, cubemap arrays, extended MSAA, all 10_0 features.
2008:
values, alpha blending, depth/stencil...) to build the final result.
1880:: Describes the layout of the resource data in memory. For example, 1270:β€” which exposes the shader pipeline for non-graphical tasks such as 35: 7198: 6993: 3415: 3361: 3257:"Direct3D 7 Immediate Mode Framework Programming 3: Multitexturing" 1620: 1609:– Windows 10 October 2018 Update (version 1809) brings support for 1451: 1328: 1162:
chipsets started supporting Direct3D 10.1 with the introduction of
1130:
The only available Direct3D 10.1 hardware as of June 2008 were the
1051:
arrays enable swapping of textures in GPU without CPU intervention.
846: 378: 6859: 6829: 4090:"GameFest 2008: Introduction to the Direct3D 11 Graphics Pipeline" 7640: 7635: 7600: 7476: 7302: 7244: 7193: 7110: 7094: 2698: 1924: 1701: 1218: 1184: 554:, implemented by hardware and software running Direct3D 9/10/10.1 414: 369:
rendering; however, since version 8, Direct3D has superseded the
351: 300: 4864: 2669:
the Windows SDK 8.0 and now distributed as source via CodePlex.
7254: 7127: 6889: 6468: 5142: 5049:"AnandTech – The NVIDIA GeForce GTX 980 Review: Maxwell Mark 2" 4796:"What's new for Windows 8.1 Preview display drivers (WDDM 1.3)" 2693: 2498: 1633:– Windows 10 May 2020 Update (version 2004) brings support for 1619:– Windows 10 May 2019 Update (version 1903) brings support for 1290: 1275: 1155: 998: 916: 839: 755: 713: 485: 445: 441: 332: 4867:"Massive Virtual Textures for Games: Direct3D Tiled Resources" 4209: 782:
support for the first time, this release improved support for
778:
came in the February, 1999 DirectX 6.1 update. Besides adding
699:, which was scheduled to ship in late 1996 and then canceled. 7281: 4929:"D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT structure" 2528: 2319:
Conservative Rasterization Tier 1, Rasterizer Ordered Views.
2231:
Conservative Rasterization Tier 1, Rasterizer Ordered Views.
1580: 1266: 1159: 1002:. The DirectX 10 SDK became available in February 2007. 793:
in DirectX 6.0, but the API ended up being canceled (See the
531: 373:
framework and also taken responsibility for the rendering of
6769: 6662:"Ubuntu 18.10 Adds Gallium Nine Support, Latest Mesa 18.2.2" 1784: 1031:. It adds instructions for integer and bitwise calculations. 7370: 7249: 7053: 7003: 5741:"Coming to DirectX 12: More control over memory allocation" 2604: 2578: 2519: 2472:
Direct3D Mobile is derived from Direct3D but has a smaller
2042: 1418: 1279: 824: 760: 669: 550:; Shader Model 5.0, Tessellation, Multithreaded rendering, 527: 426: 348: 6247:"Introduction to Resource Binding in Microsoft DirectX 12" 5548: 4191: 3920: 3918: 3916: 2088:
structure; levels 9_1, 9_2 and 9_3 (collectively known as
1769:
device renders in color. There are four types of devices:
1743:
Direct3D immediate mode presents three main abstractions:
1692: 1492:) and variable refresh rates support for UWP applications. 7579: 5397:"DirectX 12 will also add new features for next-gen GPUs" 5374:"DirectX 12 will also add new features for next-gen GPUs" 3832:"What Direct3D 10 is all about – Additional Improvements" 3642:"The role of the Windows Display Driver Model in the DWM" 2551:– A fork of DXVK for adding Direct3D 8 support on Linux. 1523:
Standard Swizzles, Default Texture Mapping, Swap Chains,
747: 229: 6304:"Timeout detection and recovery (TDR) - Windows drivers" 6229:"Introduction to a Resource in Direct3D 11 - Win32 apps" 5247:"A closer look at DirectX 12 – The Tech Report – Page 3" 1229:"DX11" redirects here. For the digital synthesizer, see 888:(released in December, 2002) added a new version of the 6126: 6124: 3913: 1888:(8 bits for red, 8 bits for green and 8 bits for blue). 1780:) device: For devices supporting hardware acceleration. 1379:. WARP has been updated to support feature level 11_1. 1315:
integrates the first released Direct3D 11 support. The
4084: 4082: 679:
From the beginning, the immediate mode also supported
5448:"Pipelines and Shaders with Direct3D 12 - Win32 apps" 5070: 5068: 4881: 3893: 3891: 3868:"Microsoft Presents DirectX 10.1 Details at SIGGRAPH" 2845:"DirectX 8: Raising the Ante for Realism in Graphics" 2701:– collection of APIs in which Direct3D is implemented 2607:
like tangent-space computation, mesh simplification,
1765:
device provides white and black rendering, while the
6121: 5214:"Direct3D 12 Overview Part 1: 'Closer To The Metal'" 4407:. Blogs.msdn.com. September 10, 2009. Archived from 3899:"ID3D11Device::CheckMultisampleQualityLevels method" 1870:
pool will only exist in system memory. Finally, the
1274:
and physics acceleration, similar in spirit to what
1213:
Microsoft has also hinted at other features such as
695:
No substantive changes were planned to Direct3D for
6271: 5098:"D3D11_CONSERVATIVE_RASTERIZATION_TIER enumeration" 4079: 3679:"Direct3D Retained Mode removed from Windows Vista" 60:. Unsourced material may be challenged and removed. 6701: 5065: 4991: 4865:Charles Hollemeersch, Matt Sandy (June 26, 2013). 4858: 4617:"DirectX Graphics – Platform Update for Windows 7" 4107: 4105: 4103: 3888: 3214:"Press Release-Microsoft Meltdown (February 1997)" 6973: 5235:https://channel9.msdn.com/Events/Build/2014/3-564 4722:"Windows 8.1 Feature Guide – DirectX programming" 4059:"DirectX Software Development Kit, November 2008" 3937: 3707:"DirectX Software Development Kit, February 2007" 3676: 1565:Dynamic Heaps are also a feature of Direct3D 12. 7828: 6160: 4489: 4157: 4155: 3874: 3445:. gamedev.net. November 30, 2000. Archived from 2947:: CS1 maint: bot: original URL status unknown ( 2813:"DirectX Software Development Kit, October 2006" 1041:, which work on adjacent triangles which form a 6561: 6461: 6433: 6363:. Wiki.winehq.org. June 2, 2013. Archived from 6138: 5012:"Rendering (Direct3D 12 Graphics) - Win32 apps" 4217:"Programming for Real-Time Tessellation on GPU" 4177: 4100: 4010: 4008: 4006: 3120:"Building a Scene Using Retained Mode Direct3D" 2929:. Archived from the original on August 16, 2004 2059:major mandatory features – (Direct3D 11.0, 12), 5328: 5326: 5018: 4749: 4747: 4233: 3924: 3283:"Microsoft Ships Final Release of DirectX 6.0" 3228:"Press Release-Microsoft Meltdown (July 1997)" 2483: 2062:a few minor features (Direct3D 10.1, 11.1), or 819:(first available on PC hardware with Nvidia's 27:API used in Microsoft DirectX for 3D rendering 6959: 5116: 5090: 4753: 4697:"D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure" 4152: 4138:"Windows Driver Kit – Supporting Direct3D 11" 3681:. Archived from the original on June 1, 2013. 3443:"DirectX 8 Graphics and Video: A Fresh Start" 3403: 3025:. qubesoft.com. April 4, 2017. Archived from 1450:is a superset of DirectX 11.2 running on the 1354:. The Direct3D runtime in Windows 8 features 808:(released in September, 1999) introduced the 6659: 6455: 5502:"Direct3D 12 Overview Part 7: Dynamic Heaps" 5150:"Games for Windows and the DirectX SDK blog" 4770: 4453:"D3D11_FEATURE_DATA_D3D11_OPTIONS structure" 4073:"AMD shows off world's first DirectX 11 GPU" 4065: 4031: 4029: 4003: 3389:"Microsoft Announces Release of DirectX 8.0" 2127: 1437:D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT 892:support for floating-point texture formats, 6653: 6427: 6361:"WineD3DOnWindows – The Official Wine Wiki" 5768:. Microsoft. August 1, 2005. Archived from 5323: 5261: 5161: 5159: 5040: 5004: 4744: 4716: 4714: 4595: 4475:"DirectX feature improvements in Windows 8" 4132: 4130: 3259:. gamedev.net. May 29, 2000. Archived from 3216:. Microsoft Corporation. February 18, 1997. 1088:, which is available since mid-March 2008. 617:. The first version of Direct3D shipped in 540:, Windows Graphics Foundation 2.0, DXVA 2.0 503:Direct3D 9.0c – last version supported for 343:, atmospheric effects, perspective-correct 7618:Security Support Provider Interface (SSPI) 6966: 6952: 6904: 6241: 5644: 5474: 5445: 4635:Games for Windows and the DirectX SDK Blog 4562: 4560: 4558: 4051: 3959: 3931:Games for Windows and the DirectX SDK Blog 2627:/sphere generators. D3DX is provided as a 1839:Moreover, devices contain a collection of 6792:"DirectXMesh geometry processing library" 5766:"Software Rasterizer for DirectX 9.0 SDK" 5622: 5394: 4623: 4609: 4026: 3349: 2729:"Configuring Depth-Stencil Functionality" 536:Direct3D 10.0 – Windows Vista/Windows 7; 120:Learn how and when to remove this message 5156: 4977:"Microsoft officially turns down Mantle" 4844:"D3D11_TILED_RESOURCES_TIER enumeration" 4711: 4385:. Support.microsoft.com. October 2, 2012 4185:"Using ATI hardware tessellation in DX9" 4127: 3581:"Stencil Buffer Techniques (Direct3D 9)" 3559:"Multiple-element Textures (Direct3D 9)" 3316:. Microsoft. May 5, 1997. Archived from 3117: 2823: 2436:64 slots on feature level 11_1 hardware 1923: 1783: 1740:component, now officially discontinued. 1691: 1350:is an update to the API that ships with 7049:Windows Advanced Rasterization Platform 6822:"DirectXTex texture processing library" 6489: 5549:"Porting DirectX 12 games to Windows 7" 5477:"Root Signatures Overview - Win32 apps" 4788: 4555: 3311:"Bill Gates April 1997 Talisman Update" 3230:. Microsoft Corporation. July 22, 1997. 3089: 2004:: Merges various types of output data ( 1903:Direct3D implements two display modes: 1736:and so on). It once had a higher level 1176:Windows Advanced Rasterization Platform 604: 491:Direct3D 8.1 – Pixel Shader 1.2/1.3/1.4 440:Direct3D's main competitor is Khronos' 14: 7829: 7044:DirectX Graphics Infrastructure (DXGI) 6235: 5599: 5597: 5470: 5468: 5315:: CS1 maint: archived copy as title ( 5267: 5165: 5046: 5024: 3537:"Multiple Render Targets (Direct3D 9)" 3240: 3156: 1104:for multiply, 1.0 ULP for reciprocal). 924:Direct3D 9Ex improvements - Win32 apps 180:12.0 Beta 3 / January 13, 2015 6947: 6132:"Direct3D 11.1 Features - Win32 apps" 4092:. Microsoft. Slide 56. Archived from 3636: 3634: 3138:from the original on January 26, 2021 3071:from the original on January 26, 2021 3050: 3046: 3044: 2237: 2079: 1928:Direct3D 11 graphics pipeline process 479:Transformation, Clipping and Lighting 5630:"Direct Machine Learning (DirectML)" 5605:"Announcing new DirectX 12 features" 3677:Microsoft Support (March 17, 2009). 3491:"Writing HLSL Shaders in Direct3D 9" 3411:"Direct Action Feature: DirectX 8.0" 3182: 2591:and colors, calculating look-at and 1908:to the 'Exclusive Cooperative Mode'. 1655: 1027:enhances the programmability of the 365:Direct3D contains many commands for 58:adding citations to reliable sources 29: 6938:DirectX 10: The Future of PC Gaming 6434:Michael Larabel (August 23, 2019). 6168:"D3D11_FORMAT_SUPPORT2 enumeration" 5716:"DirectX Raytracing (DXR) Tier 1.1" 5658: 5594: 5577:"Microsoft.Direct3D.D3D12On7 1.1.0" 5465: 5395:Kowaliski, Cyril (March 21, 2014). 4113:"Direct3D 11 on Downlevel Hardware" 3834:. Tom's Hardware. November 8, 2006. 1820:Every device contains at least one 1719:transformations, clipping, lighting 1535:, programmable blend and efficient 1391: 1196: 1124: 628:Direct3D initially implemented an " 488:1.0/1.1 & Vertex Shader 1.0/1.1 421:and above, and is the base for the 24: 7510:Microsoft Foundation Classes (MFC) 7482:Distributed Component Object Model 6146:"D3D11_FORMAT_SUPPORT enumeration" 5784:"Direct3D Resources – Memory pool" 4303:"D3D11_RASTERIZER_DESC1 structure" 3945:"D3D10_FEATURE_LEVEL1 enumeration" 3631: 3357:"DirectX 7: [due] July 99" 3183:Chen, Raymond (January 22, 2004). 3041: 2923:"Vertex Shaders and Pixel Shaders" 2898:"Vertex Shaders and Pixel Shaders" 2480:provides Direct3D Mobile support. 2467: 1894:: Describes, with a collection of 1832:surfaces. Rendering occurs in the 546:Direct3D 11.0 – Windows Vista SP2/ 25: 7863: 6933:MSDN: DirectX Graphics and Gaming 6921: 6660:Joey Sneddon (October 10, 2018). 6562:Michael Larabel (July 30, 2019). 6490:Rebohle, Philip (April 3, 2019), 6462:Jason Evangelho (March 1, 2019). 3343:"DDS (DirectDraw Surface format)" 2442: 2016: 1613:so GPUs can benefit from its API. 500:Direct3D 9.0b – Pixel Shader 2.0b 425:API on the different versions of 293:application programming interface 6874: 6844: 6814: 6784: 6754: 6729: 6715: 6679: 6630: 6608: 6583: 6555: 6533: 6506: 6483: 6402: 6379: 6353: 6328: 6316: 6296: 6253: 6221: 6207: 6182: 6094: 6067: 6040: 6023:. DirectX 9.0 for Managed Code. 6013: 5986: 5959: 5931: 5903: 5875: 5848: 5821: 5794: 5776: 5758: 5733: 5708: 5683: 5583: 5569: 5555: 5541: 5515: 5494: 5446:stevewhims (December 30, 2021). 5439: 5414: 5388: 5366: 5340: 5283: 5239: 5227: 5206: 5181: 5001:(starting approx. 18 minute in.) 4969: 4943: 4921: 4899: 3925:Chuck Walbourn (June 20, 2012). 3365:. UK. March 1999. Archived from 2771:"Geometry Blending (Direct3D 9)" 2567: 2096:Feature levels in Direct3D 11.4 1660: 1473: 1457: 1405: 1342: 1224: 1072: 1005: 632:" 3D API and layered upon it a " 452:was an attempt by Microsoft and 34: 6912:"DXUT for Win32 Desktop Update" 5475:stevewhims (February 6, 2023). 5334:"Shader Model 5.1 - Win32 apps" 4951:"Raising the Bar with Direct3D" 4836: 4810: 4754:Bennett Sorbo (June 26, 2013). 4728:. June 26, 2013. Archived from 4689: 4667: 4641: 4574: 4533: 4511: 4467: 4445: 4423: 4397: 4375: 4353: 4339: 4317: 4295: 4273: 4251: 4037:"Nvision 08 Tech Presentations" 3981: 3860: 3838: 3824: 3810: 3796: 3782: 3761: 3739: 3717: 3699: 3670: 3648: 3617: 3595: 3573: 3551: 3529: 3505: 3483: 3461: 3435: 3381: 3335: 3303: 3289: 3275: 3249: 3234: 3220: 3206: 3176: 3157:Berkes, Otto (April 12, 2015). 3150: 3118:Thompson, Nigel (August 1996). 3111: 3083: 3015: 2985: 2955: 2915: 2890: 2865: 2757:"Texture Blending (Direct3D 9)" 2743:"RenderStateManager.UseWBuffer" 2362:Descriptors in CBV/SRV/UAV heap 2152: 2148: 2122: 2118: 2085: 1828:is made up of one or more back 1651: 1150:and select lower-end models in 1142:; in 2009, they were joined by 899: 830: 812:texture format and support for 800: 726: 702: 690: 45:needs additional citations for 7520:Windows Template Library (WTL) 4061:. Microsoft. November 7, 2008. 3870:. ExtremeTech. August 7, 2007. 3725:"Resource Types (Direct3D 10)" 3299:. Microsoft. February 3, 1999. 3092:"Joining the Multimedia Party" 3090:Prosise, Jeff (May 16, 1995). 2837: 2805: 2791: 2777: 2763: 2749: 2735: 2721: 1539:(OIT) with pixel ordered UAV. 1537:order-independent transparency 1496: 1426:present in many current GPUs. 1394:11_1 and its related APIs, or 1215:order independent transparency 1169: 928: 644:. The retained mode API was a 466:DirectX Β§ Version history 13: 1: 7515:Active Template Library (ATL) 7235:Data Access Components (MDAC) 6975:Microsoft APIs and frameworks 6190:"Hardware Tiers - Win32 apps" 4756:"What's New in Direct3D 11.2" 4241:"OpenGL Tessellation Samples" 4016:"Gamefest 2008 Presentations" 3391:. Microsoft. November 9, 2000 3297:"Microsoft Ships DirectX 6.1" 3185:"What happened to DirectX 4?" 2715: 2684:List of 3D graphics libraries 2638:Windows SDK and Visual Studio 2609:precomputed radiance transfer 2511:. It's primarily used by the 1884:format value means a 24 bits 1402:rendering – are not present. 1293:Model 5 achieve among others. 880: 303:, Direct3D is used to render 6391:, Direct3D 12, April 3, 2019 6325:, Microsoft, 6 January 2010. 6215:"D3D12_FEATURE - Win32 apps" 4631:"DirectX 11.1 and Windows 7" 4605:. AnandTech. August 5, 2011. 3656:"API Features (Direct3D 10)" 3285:. Microsoft. August 7, 1998. 3245:. Microsoft Systems Journal. 3051:Claro, Nicole (April 1995). 1365:The new API features shader 935:Windows Display Driver Model 909:Windows Display Driver Model 597:Direct3D 12.2 – Windows 10; 591:Direct3D 12.1 – Windows 10; 417:, Direct3D is available for 408:Windows Vista Service Pack 2 7: 7811:Multilingual User Interface 7737:Dynamic Data Exchange (DDE) 6642:, iXit Group, April 3, 2019 4570:. MSDN. September 13, 2011. 4018:. Microsoft. Archived from 3709:. Microsoft. Archived from 3603:"Direct3D 9Ex Improvements" 3023:"Qube Soft Management Team" 2815:. Microsoft. Archived from 2672: 2484:Alternative implementations 2247:Direct3D 12 feature levels 2104:Mandatory hardware features 1919: 1468:Unified Memory Access (UMA) 959:stages, the API includes a 459: 10: 7868: 6737:"Spherical Harmonics Math" 4997:Chris Tector's segment of 4619:. MSDN. November 14, 2012. 4199:"AMD DX9 Tessellation SDK" 3804:"Geometry Shader Features" 3747:"API Layers (Direct3D 10)" 3625:"Graphics APIs in Windows" 2689:High-Level Shader Language 2576: 2531:using Wine. It is used by 2023:Feature levels in Direct3D 2020: 1778:hardware abstraction layer 1500: 1486:Direct3D 11.4 version 1607 1480:Direct3D 11.4 version 1511 1228: 1173: 932: 890:High Level Shader Language 588:, Shader Model 5.1 and 6.0 463: 311:if it is available on the 305:three-dimensional graphics 7776: 7755: 7722: 7684: 7626: 7588: 7528: 7495: 7457: 7389: 7363: 7295: 7262:Extensible Storage Engine 7227: 7176: 7103: 7062: 7039:Windows Imaging Component 7034:Windows Image Acquisition 6981: 4955:Building Apps for Windows 4818:"Content Moved (Windows)" 4163:"Direct3D feature levels" 4075:. Engadget. June 3, 2009. 3967:"Direct3D feature levels" 3927:"Direct3D Feature Levels" 3691:: CS1 maint: unfit URL ( 2679:List of 3D rendering APIs 2435: 2428: 2423:Samplers per shader stage 2399: 2283:Other optional features. 2270: 2262: 2210: 2168: 1669:This section needs to be 511:(early releases) and for 262: 252: 239: 223: 199: 195: 173: 169: 151: 139: 6616:"D8VK GitHub repository" 6541:"D9VK GitHub repository" 6104:. Direct3D 11 Graphics. 6077:. Direct3D 11 Graphics. 6050:. Direct3D 11 Graphics. 5996:. Direct3D 11 Graphics. 5969:. Direct3D 11 Graphics. 5941:. Direct3D 11 Graphics. 5913:. Direct3D 11 Graphics. 5885:. Direct3D 11 Graphics. 5858:. Direct3D 11 Graphics. 5831:. Direct3D 11 Graphics. 5804:. Direct3D 11 Graphics. 5124:"Direct3D 11.3 Features" 4889:"Direct3D 11.2 Features" 4675:"Direct3D 11.2 Features" 4497:"Direct3D 11.1 Features" 4431:"Direct3D 11.1 Features" 3882:"Direct3D 10.1 Features" 3846:"Direct3D 10.1 Features" 1800:to use this device type. 1757:(see attached diagram). 1700:Direct3D is a Microsoft 1641:Direct3D 12 version 21H2 1631:Direct3D 12 version 2004 1617:Direct3D 12 version 1903 1607:Direct3D 12 version 1809 1601:Direct3D 12 version 1709 1591:Direct3D 12 version 1703 1577:Direct3D 12 version 1607 477:Direct3D 7.0 – Hardware 7806:Language Interface Pack 7791:Text Services Framework 7505:Framework Class Library 5967:"Geometry Shader Stage" 5829:"Input-Assembler Stage" 4778:"DXGI 1.3 Improvements" 4519:"DXGI 1.2 Improvements" 4361:"Tessellation Overview" 4347:"Tessellation Overview" 3128:Game Developer Magazine 3061:Game Developer Magazine 2799:"Effects (Direct3D 11)" 2663: 2621:barycentric coordinates 2572: 2343:Resource binding tiers 911:(WDDM) and is used for 894:Multiple Render Targets 742:) as well as optimized 433:compatibility layer, a 7449:Common Log File System 7277:Access Database Engine 6989:Desktop Window Manager 6723:"Effect-Compiler Tool" 6265:April 4, 2015, at the 5745:DirectX Developer Blog 5720:DirectX Developer Blog 5695:DirectX Developer Blog 5670:DirectX Developer Blog 5609:DirectX Developer Blog 5189:"Intel Developer Zone" 4651:. MSDN. Archived from 3989:"Direct3D 11 Features" 3513:"HLSL in Direct3D 9.0" 2407:UAVs across all stages 2197:), min/max filtering. 1929: 1789: 1697: 1585:variable refresh rates 814:transform and lighting 761:S3 texture compression 625:(September 26, 1996). 157:; 28 years ago 7777:Text and multilingual 6862:on September 29, 2014 6832:on September 25, 2014 6802:on September 29, 2014 6772:on September 24, 2014 6709:"Living without D3DX" 6102:"Output-Merger Stage" 5994:"Stream-Output Stage" 5947:. Domain-Shader Stage 5939:"Tessellation Stages" 5911:"Tessellation Stages" 5883:"Tessellation Stages" 5856:"Vertex Shader Stage" 5772:on September 4, 2012. 5590:HLSL Shader Model 6.0 5529:on September 14, 2016 5233:first two minutes of 4649:"DirectX programming" 4022:on November 13, 2013. 3713:on September 3, 2012. 3469:"Direct3D 9 Graphics" 2597:spline interpolations 2394:SRVs per shader stage 2378:CBVs per shader stage 2277:Shader Model 6.0–6.7 1927: 1787: 1695: 1358:1.2 and requires new 1195:using the concept of 1136:Radeon HD 4000 series 1132:Radeon HD 3000 series 817:hardware acceleration 640:, both were based on 484:Direct3D 8.0 – Pixel 429:console systems. The 325:spatial anti-aliasing 309:hardware acceleration 182:; 9 years ago 7763:Active Accessibility 7029:Windows Color System 6410:"Vkd3d 1.0 Released" 6075:"Pixel Shader Stage" 5078:. September 19, 2014 4637:. November 13, 2012. 4259:"New Resource Types" 4205:on November 8, 2010. 4096:on January 28, 2013. 3790:"Common-Shader Core" 3627:. MSDN. August 2009. 3423:on February 23, 2001 3419:. UK. Archived from 2973:on November 10, 2006 2819:on November 2, 2011. 2710:3D computer graphics 2629:dynamic link library 1529:compressed resources 1519:to have to do that. 1055:Predicated rendering 1025:Unified shader model 946:features an updated 605:Direct3D 2.0 and 3.0 393:Reference Rasterizer 367:3D computer graphics 335:, texture blending, 246:3D computer graphics 218:Xbox system software 54:improve this article 7801:Input method editor 7613:Data Protection API 7404:Windows Script Host 7143:Image Mastering API 6687:"D3DX 11 Reference" 6367:on January 17, 2009 6283:learn.microsoft.com 6194:learn.microsoft.com 5919:. Tessellator Stage 5891:. Hull-Shader Stage 5802:"Graphics Pipeline" 5481:learn.microsoft.com 5452:learn.microsoft.com 5422:"Technical Library" 5104:. February 22, 2015 4655:on October 31, 2013 4541:"WDDM 1.2 features" 3525:on August 27, 2010. 3323:on December 8, 2015 3163:Otto Berkes’ weblog 3053:"Further Rendering" 2344: 2330:DirectX 12 Ultimate 2248: 2097: 2090:Direct3D 10 Level 9 1635:DirectX 12 Ultimate 1433:CheckFeatureSupport 797:page for details). 621:(June 2, 1996) and 599:DirectX 12 Ultimate 136: 7852:Graphics libraries 7699:Enterprise Library 7686:Software factories 7390:Administration and 7320:Filtering Platform 7121:Video Acceleration 6852:"DirectX Tool Kit" 6048:"Rasterizer Stage" 5551:. August 21, 2019. 4979:. October 16, 2013 4957:. October 14, 2013 4732:on August 27, 2015 2601:skeletal animation 2342: 2258:Optional features 2255:Mandatory features 2246: 2238:Direct3D 12 levels 2117:Shader Model 2.0 ( 2107:Optional features 2095: 2080:Direct3D 11 levels 1930: 1810:Pluggable software 1790: 1698: 1611:DirectX Raytracing 1525:swizzled resources 1503:DirectX Raytracing 1307:First seen in the 1152:GeForce 200 series 1011:Direct3D 10.0 795:Microsoft Talisman 774:A minor update to 744:geometry pipelines 593:DirectX Raytracing 444:and its follow-on 331:, color blending, 134: 7824: 7823: 7796:Text Object Model 7608:Windows CardSpace 7434:Windows Installer 7168:Video for Windows 5654:. Microsoft Docs. 5297:on April 30, 2018 4247:on April 9, 2010. 4229:on July 27, 2011. 3263:on August 5, 2011 3189:The Old New Thing 2997:www.microsoft.com 2523:– An open source 2440: 2439: 2336: 2335: 2235: 2234: 2086:D3D_FEATURE_LEVEL 1690: 1689: 1413:was shipped with 1377:Intel HD Graphics 1309:Release Candidate 1272:stream processing 1164:Intel HD Graphics 1096:Mandatory 32-bit 1059:occlusion culling 1029:graphics pipeline 987:Company of Heroes 784:Intel Pentium III 658:Lego Rock Raiders 568:; Tiled resources 358:planes, and even 321:stencil buffering 297:Microsoft Windows 286: 285: 206:Microsoft Windows 155:June 2, 1996 130: 129: 122: 104: 16:(Redirected from 7859: 7842:3D graphics APIs 7409:WMI (extensions) 7267:Entity Framework 7153:Media Foundation 7004:D3D (extensions) 6968: 6961: 6954: 6945: 6944: 6916: 6915: 6908: 6902: 6901: 6899: 6897: 6892:on June 27, 2015 6888:. Archived from 6878: 6872: 6871: 6869: 6867: 6858:. Archived from 6848: 6842: 6841: 6839: 6837: 6828:. 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Archived from 6758: 6752: 6751: 6749: 6747: 6733: 6727: 6726: 6719: 6713: 6712: 6705: 6699: 6698: 6696: 6694: 6683: 6677: 6676: 6674: 6672: 6657: 6651: 6650: 6649: 6647: 6634: 6628: 6627: 6625: 6623: 6612: 6606: 6605: 6603: 6601: 6587: 6581: 6580: 6578: 6576: 6559: 6553: 6552: 6550: 6548: 6537: 6531: 6530: 6529: 6527: 6510: 6504: 6503: 6502: 6500: 6487: 6481: 6480: 6478: 6476: 6459: 6453: 6452: 6450: 6448: 6431: 6425: 6424: 6422: 6420: 6406: 6400: 6399: 6398: 6396: 6383: 6377: 6376: 6374: 6372: 6357: 6351: 6350: 6348: 6346: 6332: 6326: 6320: 6314: 6313: 6300: 6294: 6293: 6291: 6289: 6275: 6269: 6257: 6251: 6250: 6239: 6233: 6232: 6225: 6219: 6218: 6211: 6205: 6204: 6202: 6200: 6186: 6180: 6179: 6177: 6175: 6164: 6158: 6157: 6155: 6153: 6142: 6136: 6135: 6128: 6119: 6118: 6116: 6114: 6098: 6092: 6091: 6089: 6087: 6071: 6065: 6064: 6062: 6060: 6044: 6038: 6037: 6035: 6033: 6017: 6011: 6010: 6008: 6006: 5990: 5984: 5983: 5981: 5979: 5963: 5957: 5956: 5954: 5952: 5935: 5929: 5928: 5926: 5924: 5907: 5901: 5900: 5898: 5896: 5879: 5873: 5872: 5870: 5868: 5852: 5846: 5845: 5843: 5841: 5825: 5819: 5818: 5816: 5814: 5798: 5792: 5791: 5786:. 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June 26, 2013. 4774: 4768: 4767: 4751: 4742: 4741: 4739: 4737: 4718: 4709: 4708: 4706: 4704: 4693: 4687: 4686: 4684: 4682: 4671: 4665: 4664: 4662: 4660: 4645: 4639: 4638: 4627: 4621: 4620: 4613: 4607: 4606: 4599: 4593: 4592: 4590: 4588: 4578: 4572: 4571: 4564: 4553: 4552: 4550: 4548: 4537: 4531: 4530: 4528: 4526: 4515: 4509: 4508: 4506: 4504: 4493: 4487: 4486: 4484: 4482: 4471: 4465: 4464: 4462: 4460: 4449: 4443: 4442: 4440: 4438: 4427: 4421: 4420: 4418: 4416: 4411:on April 8, 2014 4401: 4395: 4394: 4392: 4390: 4379: 4373: 4372: 4370: 4368: 4357: 4351: 4350: 4343: 4337: 4336: 4334: 4332: 4325:"Shader Model 5" 4321: 4315: 4314: 4312: 4310: 4299: 4293: 4292: 4290: 4288: 4277: 4271: 4270: 4268: 4266: 4255: 4249: 4248: 4243:. Archived from 4237: 4231: 4230: 4228: 4222:. Archived from 4221: 4213: 4207: 4206: 4201:. Archived from 4195: 4189: 4188: 4187:. July 14, 2008. 4181: 4175: 4174: 4172: 4170: 4159: 4150: 4149: 4147: 4145: 4134: 4125: 4124: 4122: 4120: 4109: 4098: 4097: 4086: 4077: 4076: 4069: 4063: 4062: 4055: 4049: 4048: 4046: 4044: 4033: 4024: 4023: 4012: 4001: 4000: 3998: 3996: 3985: 3979: 3978: 3976: 3974: 3963: 3957: 3956: 3954: 3952: 3941: 3935: 3934: 3922: 3911: 3910: 3908: 3906: 3895: 3886: 3885: 3878: 3872: 3871: 3864: 3858: 3857: 3855: 3853: 3842: 3836: 3835: 3828: 3822: 3821: 3814: 3808: 3807: 3800: 3794: 3793: 3786: 3780: 3779: 3777: 3775: 3765: 3759: 3758: 3756: 3754: 3743: 3737: 3736: 3734: 3732: 3721: 3715: 3714: 3703: 3697: 3696: 3690: 3682: 3674: 3668: 3667: 3665: 3663: 3652: 3646: 3645: 3644:. April 2, 2006. 3638: 3629: 3628: 3621: 3615: 3614: 3612: 3610: 3599: 3593: 3592: 3590: 3588: 3577: 3571: 3570: 3568: 3566: 3555: 3549: 3548: 3546: 3544: 3533: 3527: 3526: 3521:. 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Archived from 2967:www.falconfly.de 2959: 2953: 2952: 2946: 2938: 2936: 2934: 2919: 2913: 2912: 2910: 2908: 2894: 2888: 2887: 2885: 2883: 2869: 2863: 2862: 2860: 2858: 2849: 2841: 2835: 2834: 2827: 2821: 2820: 2809: 2803: 2802: 2795: 2789: 2788: 2781: 2775: 2774: 2767: 2761: 2760: 2753: 2747: 2746: 2739: 2733: 2732: 2725: 2617:particle systems 2474:memory footprint 2345: 2341: 2249: 2245: 2154: 2150: 2124: 2120: 2098: 2094: 2087: 1685: 1682: 1676: 1664: 1663: 1656: 1438: 1434: 1197:"feature levels" 1144:Chrome 430/440GT 1039:Geometry shaders 993:Hellgate: London 970:rendering engine 720:in August 1997. 577:Direct3D 12.0 – 571:Direct3D 11.3 – 564:Direct3D 11.2 – 557:Direct3D 11.1 – 538:Shader Model 4.0 522:Direct3D 9.0L – 282: 279: 277: 275: 273: 271: 269: 214:Windows Embedded 201:Operating system 190: 188: 183: 165: 163: 158: 137: 133: 125: 118: 114: 111: 105: 103: 62: 38: 30: 21: 7867: 7866: 7862: 7861: 7860: 7858: 7857: 7856: 7827: 7826: 7825: 7820: 7778: 7772: 7751: 7718: 7680: 7622: 7584: 7524: 7491: 7459:Component model 7453: 7439:Error Reporting 7391: 7385: 7359: 7291: 7223: 7214:SideBar Gadgets 7172: 7148:Managed DirectX 7099: 7058: 6982:Graphics and UI 6977: 6972: 6928:DirectX website 6924: 6919: 6910: 6909: 6905: 6895: 6893: 6880: 6879: 6875: 6865: 6863: 6850: 6849: 6845: 6835: 6833: 6820: 6819: 6815: 6805: 6803: 6790: 6789: 6785: 6775: 6773: 6760: 6759: 6755: 6745: 6743: 6735: 6734: 6730: 6721: 6720: 6716: 6707: 6706: 6702: 6692: 6690: 6685: 6684: 6680: 6670: 6668: 6658: 6654: 6645: 6643: 6636: 6635: 6631: 6621: 6619: 6614: 6613: 6609: 6599: 6597: 6589: 6588: 6584: 6574: 6572: 6560: 6556: 6546: 6544: 6539: 6538: 6534: 6525: 6523: 6522:, April 3, 2019 6512: 6511: 6507: 6498: 6496: 6488: 6484: 6474: 6472: 6460: 6456: 6446: 6444: 6432: 6428: 6418: 6416: 6408: 6407: 6403: 6394: 6392: 6385: 6384: 6380: 6370: 6368: 6359: 6358: 6354: 6344: 6342: 6334: 6333: 6329: 6323:Direct3D Mobile 6321: 6317: 6302: 6301: 6297: 6287: 6285: 6277: 6276: 6272: 6267:Wayback Machine 6258: 6254: 6240: 6236: 6227: 6226: 6222: 6213: 6212: 6208: 6198: 6196: 6188: 6187: 6183: 6173: 6171: 6166: 6165: 6161: 6151: 6149: 6144: 6143: 6139: 6130: 6129: 6122: 6112: 6110: 6100: 6099: 6095: 6085: 6083: 6073: 6072: 6068: 6058: 6056: 6046: 6045: 6041: 6031: 6029: 6019: 6018: 6014: 6004: 6002: 5992: 5991: 5987: 5977: 5975: 5965: 5964: 5960: 5950: 5948: 5937: 5936: 5932: 5922: 5920: 5909: 5908: 5904: 5894: 5892: 5881: 5880: 5876: 5866: 5864: 5854: 5853: 5849: 5839: 5837: 5827: 5826: 5822: 5812: 5810: 5800: 5799: 5795: 5790:on May 9, 2008. 5782: 5781: 5777: 5764: 5763: 5759: 5749: 5747: 5739: 5738: 5734: 5724: 5722: 5714: 5713: 5709: 5699: 5697: 5689: 5688: 5684: 5674: 5672: 5664: 5663: 5659: 5650: 5649: 5645: 5635: 5633: 5628: 5627: 5623: 5613: 5611: 5603: 5602: 5595: 5588: 5584: 5575: 5574: 5570: 5563:"DirectX-Specs" 5561: 5560: 5556: 5547: 5546: 5542: 5532: 5530: 5523:"Multi-Adapter" 5521: 5520: 5516: 5506: 5504: 5500: 5499: 5495: 5485: 5483: 5473: 5466: 5456: 5454: 5444: 5440: 5430: 5428: 5420: 5419: 5415: 5405: 5403: 5401:The Tech Report 5393: 5389: 5379: 5377: 5372: 5371: 5367: 5357: 5355: 5346: 5345: 5341: 5332: 5331: 5324: 5308: 5307: 5300: 5298: 5291:"Archived copy" 5289: 5288: 5284: 5274: 5272: 5266: 5262: 5252: 5250: 5245: 5244: 5240: 5232: 5228: 5218: 5216: 5212: 5211: 5207: 5197: 5195: 5187: 5186: 5182: 5172: 5170: 5164: 5157: 5148: 5147: 5143: 5133: 5131: 5122: 5121: 5117: 5107: 5105: 5096: 5095: 5091: 5081: 5079: 5074: 5073: 5066: 5053: 5051: 5045: 5041: 5031: 5029: 5023: 5019: 5010: 5009: 5005: 4996: 4992: 4982: 4980: 4975: 4974: 4970: 4960: 4958: 4949: 4948: 4944: 4934: 4932: 4927: 4926: 4922: 4912: 4910: 4905: 4904: 4900: 4887: 4886: 4882: 4863: 4859: 4849: 4847: 4842: 4841: 4837: 4827: 4825: 4816: 4815: 4811: 4801: 4799: 4794: 4793: 4789: 4776: 4775: 4771: 4752: 4745: 4735: 4733: 4720: 4719: 4712: 4702: 4700: 4695: 4694: 4690: 4680: 4678: 4673: 4672: 4668: 4658: 4656: 4647: 4646: 4642: 4629: 4628: 4624: 4615: 4614: 4610: 4601: 4600: 4596: 4586: 4584: 4580: 4579: 4575: 4566: 4565: 4556: 4546: 4544: 4539: 4538: 4534: 4524: 4522: 4517: 4516: 4512: 4502: 4500: 4495: 4494: 4490: 4480: 4478: 4473: 4472: 4468: 4458: 4456: 4451: 4450: 4446: 4436: 4434: 4429: 4428: 4424: 4414: 4412: 4403: 4402: 4398: 4388: 4386: 4381: 4380: 4376: 4366: 4364: 4359: 4358: 4354: 4345: 4344: 4340: 4330: 4328: 4323: 4322: 4318: 4308: 4306: 4301: 4300: 4296: 4286: 4284: 4279: 4278: 4274: 4264: 4262: 4257: 4256: 4252: 4239: 4238: 4234: 4226: 4219: 4215: 4214: 4210: 4197: 4196: 4192: 4183: 4182: 4178: 4168: 4166: 4161: 4160: 4153: 4143: 4141: 4136: 4135: 4128: 4118: 4116: 4111: 4110: 4101: 4088: 4087: 4080: 4071: 4070: 4066: 4057: 4056: 4052: 4042: 4040: 4035: 4034: 4027: 4014: 4013: 4004: 3994: 3992: 3987: 3986: 3982: 3972: 3970: 3965: 3964: 3960: 3950: 3948: 3943: 3942: 3938: 3923: 3914: 3904: 3902: 3897: 3896: 3889: 3880: 3879: 3875: 3866: 3865: 3861: 3851: 3849: 3844: 3843: 3839: 3830: 3829: 3825: 3818:"Shader Stages" 3816: 3815: 3811: 3802: 3801: 3797: 3788: 3787: 3783: 3773: 3771: 3767: 3766: 3762: 3752: 3750: 3745: 3744: 3740: 3730: 3728: 3723: 3722: 3718: 3705: 3704: 3700: 3684: 3683: 3675: 3671: 3661: 3659: 3654: 3653: 3649: 3640: 3639: 3632: 3623: 3622: 3618: 3608: 3606: 3601: 3600: 3596: 3586: 3584: 3579: 3578: 3574: 3564: 3562: 3557: 3556: 3552: 3542: 3540: 3535: 3534: 3530: 3511: 3510: 3506: 3496: 3494: 3489: 3488: 3484: 3474: 3472: 3467: 3466: 3462: 3452: 3450: 3449:on June 4, 2007 3441: 3440: 3436: 3426: 3424: 3409: 3408: 3404: 3394: 3392: 3387: 3386: 3382: 3372: 3370: 3355: 3354: 3350: 3341: 3340: 3336: 3326: 3324: 3320: 3313: 3309: 3308: 3304: 3295: 3294: 3290: 3281: 3280: 3276: 3266: 3264: 3255: 3254: 3250: 3239: 3235: 3226: 3225: 3221: 3212: 3211: 3207: 3197: 3195: 3181: 3177: 3167: 3165: 3155: 3151: 3141: 3139: 3135: 3122: 3116: 3112: 3102: 3100: 3088: 3084: 3074: 3072: 3068: 3055: 3049: 3042: 3032: 3030: 3021: 3020: 3016: 3006: 3004: 2991: 2990: 2986: 2976: 2974: 2961: 2960: 2956: 2940: 2939: 2932: 2930: 2921: 2920: 2916: 2906: 2904: 2896: 2895: 2891: 2881: 2879: 2871: 2870: 2866: 2856: 2854: 2847: 2843: 2842: 2838: 2829: 2828: 2824: 2811: 2810: 2806: 2797: 2796: 2792: 2783: 2782: 2778: 2769: 2768: 2764: 2755: 2754: 2750: 2741: 2740: 2736: 2727: 2726: 2722: 2718: 2675: 2666: 2581: 2575: 2570: 2486: 2470: 2468:Direct3D Mobile 2445: 2348:Resource limits 2240: 2170: 2082: 2025: 2019: 1975:Geometry Shader 1938:Input-Assembler 1922: 1733:depth buffering 1712:Direct3D is an 1686: 1680: 1677: 1674: 1665: 1661: 1654: 1505: 1499: 1476: 1460: 1436: 1432: 1408: 1384:Platform Update 1345: 1317:Platform Update 1267:Compute shaders 1234: 1227: 1221:line of chips. 1178: 1172: 1166:2000 (GMA HD). 1075: 1008: 961:geometry shader 937: 931: 902: 883: 875:texture mapping 833: 803: 786:3D extensions. 740:stencil buffers 729: 705: 693: 685:tiled rendering 615:Windows 95 607: 552:Compute shaders 471:Direct3D 6.0 – 468: 462: 423:vector graphics 347:, programmable 345:texture mapping 319:, W-buffering, 266: 191: 186: 184: 181: 161: 159: 156: 152:Initial release 126: 115: 109: 106: 63: 61: 51: 39: 28: 23: 22: 15: 12: 11: 5: 7865: 7855: 7854: 7849: 7844: 7839: 7822: 7821: 7819: 7818: 7813: 7808: 7803: 7798: 7793: 7788: 7782: 7780: 7774: 7773: 7771: 7770: 7765: 7759: 7757: 7753: 7752: 7750: 7749: 7744: 7739: 7734: 7728: 7726: 7720: 7719: 7717: 7716: 7711: 7706: 7701: 7696: 7690: 7688: 7682: 7681: 7679: 7678: 7673: 7668: 7663: 7658: 7653: 7648: 7643: 7638: 7632: 7630: 7624: 7623: 7621: 7620: 7615: 7610: 7605: 7604: 7603: 7592: 7590: 7586: 7585: 7583: 7582: 7577: 7572: 7567: 7562: 7557: 7556: 7555: 7550: 7540: 7534: 7532: 7530:Device drivers 7526: 7525: 7523: 7522: 7517: 7512: 7507: 7501: 7499: 7493: 7492: 7490: 7489: 7487:.NET Framework 7484: 7479: 7474: 7469: 7463: 7461: 7455: 7454: 7452: 7451: 7446: 7441: 7436: 7431: 7426: 7421: 7419:Task Scheduler 7416: 7411: 7406: 7401: 7395: 7393: 7387: 7386: 7384: 7383: 7378: 7373: 7367: 7365: 7361: 7360: 7358: 7357: 7352: 7347: 7342: 7337: 7332: 7327: 7322: 7317: 7315:Winsock Kernel 7312: 7311: 7310: 7299: 7297: 7293: 7292: 7290: 7289: 7284: 7279: 7274: 7272:Sync Framework 7269: 7264: 7259: 7258: 7257: 7252: 7247: 7242: 7231: 7229: 7225: 7224: 7222: 7221: 7216: 7211: 7206: 7201: 7196: 7191: 7186: 7180: 7178: 7174: 7173: 7171: 7170: 7165: 7160: 7155: 7150: 7145: 7140: 7135: 7130: 7125: 7124: 7123: 7118: 7107: 7105: 7101: 7100: 7098: 7097: 7092: 7087: 7082: 7080:DirectX plugin 7077: 7072: 7066: 7064: 7060: 7059: 7057: 7056: 7051: 7046: 7041: 7036: 7031: 7026: 7021: 7016: 7011: 7006: 7001: 6996: 6991: 6985: 6983: 6979: 6978: 6971: 6970: 6963: 6956: 6948: 6942: 6941: 6935: 6930: 6923: 6922:External links 6920: 6918: 6917: 6903: 6873: 6843: 6813: 6783: 6753: 6728: 6714: 6700: 6678: 6652: 6629: 6607: 6582: 6554: 6532: 6505: 6482: 6454: 6426: 6401: 6388:WineHQ - vkd3d 6378: 6352: 6327: 6315: 6295: 6270: 6252: 6243:Wolfgang Engel 6234: 6220: 6206: 6181: 6159: 6137: 6120: 6107:Microsoft Docs 6093: 6080:Microsoft Docs 6066: 6053:Microsoft Docs 6039: 6026:Microsoft Docs 6021:"RenderStates" 6012: 5999:Microsoft Docs 5985: 5972:Microsoft Docs 5958: 5944:Microsoft Docs 5930: 5916:Microsoft Docs 5902: 5888:Microsoft Docs 5874: 5861:Microsoft Docs 5847: 5834:Microsoft Docs 5820: 5807:Microsoft Docs 5793: 5775: 5757: 5732: 5707: 5682: 5657: 5643: 5621: 5593: 5582: 5568: 5554: 5540: 5514: 5493: 5464: 5438: 5413: 5387: 5365: 5339: 5322: 5282: 5260: 5238: 5226: 5205: 5180: 5155: 5141: 5115: 5089: 5064: 5039: 5017: 5003: 4990: 4968: 4942: 4920: 4898: 4880: 4857: 4835: 4809: 4787: 4769: 4743: 4710: 4688: 4666: 4640: 4622: 4608: 4594: 4582:"Scalar Types" 4573: 4554: 4532: 4510: 4488: 4466: 4444: 4422: 4396: 4374: 4352: 4338: 4316: 4294: 4272: 4250: 4232: 4208: 4190: 4176: 4151: 4126: 4099: 4078: 4064: 4050: 4025: 4002: 3980: 3958: 3936: 3912: 3887: 3873: 3859: 3837: 3823: 3809: 3795: 3781: 3760: 3738: 3716: 3698: 3669: 3647: 3630: 3616: 3594: 3572: 3550: 3528: 3504: 3482: 3460: 3434: 3402: 3380: 3369:on May 8, 1999 3348: 3334: 3302: 3288: 3274: 3248: 3233: 3219: 3205: 3175: 3149: 3110: 3082: 3040: 3014: 2984: 2954: 2914: 2889: 2864: 2836: 2822: 2804: 2790: 2776: 2762: 2748: 2734: 2719: 2717: 2714: 2713: 2712: 2707: 2702: 2696: 2691: 2686: 2681: 2674: 2671: 2665: 2662: 2661: 2660: 2657: 2654: 2651: 2648: 2645: 2642: 2639: 2577:Main article: 2574: 2571: 2569: 2566: 2565: 2564: 2554: 2553: 2552: 2546: 2516: 2502: 2485: 2482: 2469: 2466: 2444: 2443:Multithreading 2441: 2438: 2437: 2433: 2432: 2427: 2424: 2420: 2419: 2414: 2411: 2408: 2404: 2403: 2398: 2395: 2391: 2390: 2385: 2382: 2379: 2375: 2374: 2369: 2366: 2363: 2359: 2358: 2355: 2352: 2349: 2334: 2333: 2327: 2321: 2320: 2317: 2311: 2310: 2307: 2301: 2300: 2297: 2291: 2290: 2286: 2285: 2269: 2266: 2260: 2259: 2256: 2253: 2239: 2236: 2233: 2232: 2229: 2223: 2222: 2219: 2213: 2212: 2209: 2205: 2199: 2198: 2191: 2188: 2182: 2181: 2178: 2172: 2171: 2167: 2163: 2157: 2156: 2146: 2140: 2139: 2136: 2130: 2129: 2126: 2115: 2109: 2108: 2105: 2102: 2081: 2078: 2067: 2066: 2063: 2060: 2021:Main article: 2018: 2017:Feature levels 2015: 2010: 2009: 1999: 1991: 1985: 1979: 1971: 1963: 1957: 1949: 1941: 1921: 1918: 1917: 1916: 1909: 1901: 1900: 1889: 1875: 1851: 1818: 1817: 1807: 1804:Null reference 1801: 1782: 1781: 1714:Immediate mode 1696:Abstract Layer 1688: 1687: 1668: 1666: 1659: 1653: 1650: 1649: 1648: 1638: 1628: 1614: 1604: 1598: 1588: 1498: 1495: 1494: 1493: 1483: 1475: 1472: 1459: 1456: 1407: 1404: 1396:quad buffering 1344: 1341: 1298: 1297: 1294: 1263: 1254: 1245: 1244:Shader Model 5 1226: 1223: 1171: 1168: 1125:feature levels 1121: 1120: 1114: 1111: 1108: 1105: 1101: 1098:floating point 1074: 1071: 1070: 1069: 1065:Instancing 2.0 1062: 1052: 1046: 1036: 1032: 1022: 1019: 1007: 1004: 930: 927: 901: 898: 882: 879: 859:vertex shaders 844:display driver 832: 829: 802: 799: 728: 725: 704: 701: 692: 689: 630:immediate mode 606: 603: 602: 601: 595: 589: 575: 569: 562: 555: 544: 541: 534: 520: 501: 498: 495: 492: 489: 482: 475: 473:Multitexturing 461: 458: 329:alpha blending 291:is a graphics 284: 283: 264: 260: 259: 256: 250: 249: 243: 237: 236: 227: 221: 220: 203: 197: 196: 193: 192: 179: 177: 175:Stable release 171: 170: 167: 166: 153: 149: 148: 143: 128: 127: 42: 40: 33: 26: 9: 6: 4: 3: 2: 7864: 7853: 7850: 7848: 7845: 7843: 7840: 7838: 7837:1995 software 7835: 7834: 7832: 7817: 7814: 7812: 7809: 7807: 7804: 7802: 7799: 7797: 7794: 7792: 7789: 7787: 7784: 7783: 7781: 7775: 7769: 7768:UI Automation 7766: 7764: 7761: 7760: 7758: 7756:Accessibility 7754: 7748: 7745: 7743: 7740: 7738: 7735: 7733: 7730: 7729: 7727: 7725: 7721: 7715: 7712: 7710: 7707: 7705: 7702: 7700: 7697: 7695: 7692: 7691: 7689: 7687: 7683: 7677: 7674: 7672: 7669: 7667: 7664: 7662: 7659: 7657: 7654: 7652: 7649: 7647: 7644: 7642: 7639: 7637: 7634: 7633: 7631: 7629: 7625: 7619: 7616: 7614: 7611: 7609: 7606: 7602: 7599: 7598: 7597: 7594: 7593: 7591: 7587: 7581: 7578: 7576: 7573: 7571: 7568: 7566: 7563: 7561: 7558: 7554: 7551: 7549: 7546: 7545: 7544: 7541: 7539: 7536: 7535: 7533: 7531: 7527: 7521: 7518: 7516: 7513: 7511: 7508: 7506: 7503: 7502: 7500: 7498: 7494: 7488: 7485: 7483: 7480: 7478: 7475: 7473: 7470: 7468: 7465: 7464: 7462: 7460: 7456: 7450: 7447: 7445: 7442: 7440: 7437: 7435: 7432: 7430: 7427: 7425: 7424:Offline Files 7422: 7420: 7417: 7415: 7412: 7410: 7407: 7405: 7402: 7400: 7399:Win32 console 7397: 7396: 7394: 7388: 7382: 7379: 7377: 7376:Telephony API 7374: 7372: 7371:Messaging API 7369: 7368: 7366: 7364:Communication 7362: 7356: 7353: 7351: 7348: 7346: 7343: 7341: 7338: 7336: 7333: 7331: 7330:Windows Rally 7328: 7326: 7323: 7321: 7318: 7316: 7313: 7309: 7306: 7305: 7304: 7301: 7300: 7298: 7294: 7288: 7285: 7283: 7280: 7278: 7275: 7273: 7270: 7268: 7265: 7263: 7260: 7256: 7253: 7251: 7248: 7246: 7243: 7241: 7238: 7237: 7236: 7233: 7232: 7230: 7226: 7220: 7217: 7215: 7212: 7210: 7207: 7205: 7202: 7200: 7197: 7195: 7192: 7190: 7187: 7185: 7182: 7181: 7179: 7175: 7169: 7166: 7164: 7163:Windows Media 7161: 7159: 7156: 7154: 7151: 7149: 7146: 7144: 7141: 7139: 7136: 7134: 7131: 7129: 7126: 7122: 7119: 7117: 7116:Media Objects 7114: 7113: 7112: 7109: 7108: 7106: 7102: 7096: 7093: 7091: 7088: 7086: 7083: 7081: 7078: 7076: 7073: 7071: 7068: 7067: 7065: 7061: 7055: 7052: 7050: 7047: 7045: 7042: 7040: 7037: 7035: 7032: 7030: 7027: 7025: 7022: 7020: 7017: 7015: 7012: 7010: 7007: 7005: 7002: 7000: 6997: 6995: 6992: 6990: 6987: 6986: 6984: 6980: 6976: 6969: 6964: 6962: 6957: 6955: 6950: 6949: 6946: 6939: 6936: 6934: 6931: 6929: 6926: 6925: 6913: 6907: 6891: 6887: 6883: 6877: 6866:September 30, 6861: 6857: 6853: 6847: 6836:September 30, 6831: 6827: 6823: 6817: 6806:September 30, 6801: 6797: 6793: 6787: 6776:September 30, 6771: 6767: 6763: 6757: 6742: 6738: 6732: 6724: 6718: 6710: 6704: 6693:September 30, 6688: 6682: 6667: 6663: 6656: 6641: 6640: 6633: 6617: 6611: 6596: 6592: 6586: 6571: 6570: 6565: 6558: 6542: 6536: 6521: 6517: 6516: 6509: 6495: 6494: 6486: 6471: 6470: 6465: 6458: 6443: 6442: 6437: 6430: 6415: 6411: 6405: 6390: 6389: 6382: 6366: 6362: 6356: 6341: 6337: 6331: 6324: 6319: 6311: 6310: 6305: 6299: 6284: 6280: 6274: 6268: 6264: 6261: 6256: 6248: 6244: 6238: 6230: 6224: 6216: 6210: 6195: 6191: 6185: 6169: 6163: 6147: 6141: 6133: 6127: 6125: 6109: 6108: 6103: 6097: 6082: 6081: 6076: 6070: 6055: 6054: 6049: 6043: 6028: 6027: 6022: 6016: 6001: 6000: 5995: 5989: 5974: 5973: 5968: 5962: 5946: 5945: 5940: 5934: 5918: 5917: 5912: 5906: 5890: 5889: 5884: 5878: 5863: 5862: 5857: 5851: 5836: 5835: 5830: 5824: 5809: 5808: 5803: 5797: 5789: 5785: 5779: 5771: 5767: 5761: 5746: 5742: 5736: 5721: 5717: 5711: 5696: 5692: 5686: 5671: 5667: 5661: 5653: 5647: 5631: 5625: 5610: 5606: 5600: 5598: 5591: 5586: 5578: 5572: 5564: 5558: 5550: 5544: 5528: 5524: 5518: 5503: 5497: 5482: 5478: 5471: 5469: 5453: 5449: 5442: 5427: 5423: 5417: 5402: 5398: 5391: 5380:September 30, 5375: 5369: 5358:September 30, 5353: 5349: 5343: 5335: 5329: 5327: 5318: 5312: 5301:September 19, 5296: 5292: 5286: 5275:September 30, 5271: 5264: 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4384: 4378: 4367:September 30, 4362: 4356: 4348: 4342: 4331:September 30, 4326: 4320: 4309:September 30, 4304: 4298: 4287:September 30, 4282: 4276: 4265:September 30, 4260: 4254: 4246: 4242: 4236: 4225: 4218: 4212: 4204: 4200: 4194: 4186: 4180: 4164: 4158: 4156: 4139: 4133: 4131: 4114: 4108: 4106: 4104: 4095: 4091: 4085: 4083: 4074: 4068: 4060: 4054: 4043:September 16, 4038: 4032: 4030: 4021: 4017: 4011: 4009: 4007: 3995:September 30, 3990: 3984: 3973:September 30, 3968: 3962: 3946: 3940: 3932: 3928: 3921: 3919: 3917: 3905:September 30, 3900: 3894: 3892: 3883: 3877: 3869: 3863: 3852:September 30, 3847: 3841: 3833: 3827: 3819: 3813: 3805: 3799: 3791: 3785: 3774:September 30, 3770: 3764: 3753:September 30, 3748: 3742: 3731:September 30, 3726: 3720: 3712: 3708: 3702: 3694: 3688: 3680: 3673: 3662:September 30, 3657: 3651: 3643: 3637: 3635: 3626: 3620: 3609:September 30, 3604: 3598: 3587:September 30, 3582: 3576: 3565:September 30, 3560: 3554: 3543:September 30, 3538: 3532: 3524: 3520: 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In 2011, 1148:S3 Graphics 944:Direct3D 10 929:Direct3D 10 836:DirectX 8.0 821:GeForce 256 806:DirectX 7.0 780:DirectMusic 776:DirectX 6.0 732:DirectX 6.0 718:DirectX 5.0 697:DirectX 4.0 652:Lego Island 646:scene graph 623:DirectX 3.0 619:DirectX 2.0 611:Reality Lab 566:Windows 8.1 413:As part of 375:2D graphics 317:Z-buffering 258:Proprietary 18:Direct3D 10 7831:Categories 7596:Crypto API 7414:PowerShell 7392:management 7355:DirectPlay 7296:Networking 7219:TypeScript 7138:DirectShow 7104:Multimedia 7090:Speech API 7009:GDI / GDI+ 6882:"UVAtrlas" 6671:October 7, 6575:October 7, 6547:October 6, 6475:October 7, 6447:October 7, 5652:"DirectML" 5507:October 2, 5219:October 2, 4587:October 2, 3395:January 7, 3198:August 28, 3168:August 22, 3142:August 20, 3103:August 20, 3075:August 21, 2716:References 2705:DirectDraw 2595:matrices, 2593:projection 2478:Windows CE 2070:hardware. 1988:Rasterizer 1826:swap chain 1822:swap chain 1501:See also: 1284:ATI Stream 1174:See also: 1146:GPUs from 1100:filtering. 933:See also: 881:Direct3D 9 852:DirectDraw 827:features. 638:DirectDraw 579:Windows 10 573:Windows 10 505:Windows 98 464:See also: 450:Fahrenheit 419:Windows 95 387:video card 371:DirectDraw 333:mipmapping 299:. 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