Direct3d 11

Author: m | 2025-04-24

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This section describes features added in Direct3D 11, Direct3D 11.1, and Direct3D 11.2. Microsoft Direct3D 11 is an extension of the Microsoft Direct3D 10/Microsoft Direct3D 10.1 rendering API. For more introductory material about using Direct3D 11, see the Programming Guide for Direct3D 10 .

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Working with Direct3D 11, Direct3D 10 and Direct2D

Faster cores so that people on lower specced hardware can use runahead with more frames in advance.CRT Switch Res – GroovyMAME-like features for 15KHz capable CRT monitors!Thanks to forum-user Alphanu, RetroArch now has the ability to query cores for their exact video timing data, which can be used to switch to native-resolution, 15 kHz modelines for use with standard-definition CRT TVs.This is a big step for retro purists, as RetroArch can now output “pixel-perfect” video with accurate timing to compatible displays, even quickly switching between interlaced and non-interlaced modes on the fly.This capability is currently Windows-only and requires modelines to be created in advance by CRT_EmuDriver or Custom Resolution Utility with a compatible GPU. Linux support is coming soon.In case you’d like to learn more, follow these links:ATI CRT EmuDriver15Khz CRT documentation WikiDirect3D improvements, additions, and a new Direct3D10 driverWith RetroArch 1.7.1, we really stepped our game up to finally start treating Windows as a first-class citizen platform. You have seen this in the form of dedicated Direct 3D 11/12 video drivers that had the ability to run the same shaders as Vulkan, our new slang shader spec that is made possible by the impressive Khronos/ARM-backed project SPIRV-Cross.Increased backwards compatibilityPreviously, the Direct3D 11 driver required that your graphics card driver supported at least Shader Model 5.0. We have since downgraded this requirement to Shader Model 4.0. As a result, I am now able to use the Direct3D 11 video driver on an old 2010 laptop GPU that only supports Shader Model 4.0 (it’s an ATI Mobility Radeon HD 4300). We also try to support more D3D11 feature levels instead of just defaulting to 11.0.New Direct3D 10 video driverOn some systems, though, you won’t be able to make use of the Direct3D 11 driver no matter what. One of those systems happened to be another old laptop I had lying around here. This one has a Geforce 9200M GS, and the specs state that it supports up to Direct X 10 and Shader Model 4.0. Direct3D 11 is a no go on this GPU even with the increased backwards compatibility.It’s for this purpose that me and aliaspider spent some time to finally make the Direct3D 10 driver feature-complete. Direct3D 10 should be available from Windows Vista and up, whereas Direct3D 11 is available from Windows 7 and up. The Direct 3D 10 driver should be feature complete and identical to the Direct3D 11 driver, with the sole exception of hardware rendering contexts not being available right now with Direct3D 10.Which brings us to the last Direct3D-related subject…Direct3D-powered libretro cores are now possible!This feature is easily worth its own article, but since we already covered this before and because 1.7.2 has so many huge features, we will relegate this to a side note. Nevertheless, it is none the less important.Up until now, if you wanted to use hardware-accelerated 3D rendering in a libretro core, your options were OpenGL and/or Vulkan. There is now a third option – Direct3D 11, and the first Direct3D 11 runtime, please install the release version of Windows 7 or Windows Server 2008 R2. Windows Vista users can follow the procedure described in KB 971644 (or KB 971512 for corporate network users). For more details, see Direct3D 11 Deployment for Game Developers.Effects 11The Effects runtime for Direct3D 11 (FX11) is available as shared source in the DirectX SDK. For more information, please refer to Effects (Direct3D 11) and Effect System Interfaces (Direct3D 11) in the Windows Graphics documentation. The Effects 11 source is now located in the samples directory(Samples\C++\Effects11).DirectX 11 Runtime SymbolsThe modern DirectX Runtime is part of the operating system (OS), and symbols for the DirectX components (Direct3D, DirectInput, DirectSound, etc.) are provided as part of the OS symbol packages. DirectX 11 Runtime symbols are included in the Windows 7 and Windows Server 2008 R2 symbols packages available on the Microsoft website. However, we recommend using the Microsoft symbols server instead for the most current and correct set of symbols when debugging DirectX applications.Note that DirectX 11 Runtime symbols for the down-level KB 971644 and KB 971512 update for Windows Vista and Windows Server 2008 are not included in the OS offline symbols package. They can be obtained from the Microsoft symbol server.The Provided D3D9D.dll for Windows XP is Versioned for Service Pack 2The D3D9D.dll that is included in the February 2010 and later DirectX SDKs is versioned for Windows XP SP2. If you use this DLL on Windows XP SP3 with an application that uses the Windows Presentation Framework (WPF), the code in the DLL will assert. This issue does not occur on Windows Vista or Windows 7. If you require only debug output, that is, you do not require symbols, you could also use the checked version of D3D9.dll, which is compatible with Windows XP

GabrielMajeri/d3d9-to-11: Direct3D 9 to Direct3D 11 converter - GitHub

Skip to main content This browser is no longer supported. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Working Samples Article12/30/2021 In this article -->Working samples are available for download, showing the usage of a number of features of Direct3D 12.Working samplesWorking samples (in the form of Visual Studio 2015 projects) can be downloaded from GitHub/Microsoft/DirectX-Graphics-Samples.NoteThe exact list of samples available at this location will vary as samples are added and updated.Sample titleDescriptionDesktopUWPWalk-throughHelloWorld HelloWindowHelloTriangleHelloBundlesHelloConstBuffersHelloTextureThe HelloWorld sample set contains the following simple projects to help you get started with Direct3D 12. Creates a window in preparation of rendering Direct3D 12 content.Renders a simple triangle using Direct3D 12.Demonstrates the usage of a bundle for rendering using Direct3D 12.Demonstrates how to use constant buffers to pass data to the GPU used for rendering in Direct3D 12.Demonstrates how to apply a texture to a triangle using Direct3D 12.YYCreating a basic Direct3D 12 componentD3D12BundlesDemonstrates frame buffering and synchronization best practices as well as rendering a simple mesh using bundles.YYD3D12MultithreadingAn example of how to build a multithreaded capable application.YND3D12nBodyGravityDemonstrates how multi-engine can be used to do asynchronous compute work alongside 3D work on the same GPU.YYMulti-engine n-body gravity simulationD3D12PredicationQueriesDemonstrates occlusion culling using query heaps and predication.YYPredication queriesD3D12DynamicIndexingDemonstrates the dynamic indexing capabilities of DirectX 12 and HLSL.YYDynamic Indexing using HLSL 5.1D3D1211on12Demonstrates basic usage of the 11on12 layer. This sample renders text using D2D using the Direct3D 11 API on a Direct3D 12 11on12 device.YYD2D using D3D11on12D3D12ExecuteIndirectDemonstrates compute engine culling in conjunction with the execute indirect feature to only render objects that pass the culling test.YYIndirect drawing and GPU cullingD3D12PipelineStateCacheDemonstrates Pipeline State Object (PSO) caching.YYD3D12FullscreenDemonstrates how to handle fullscreen to windowed transitions and window resizing in DirectX 12.YYD3D12HeterogeneousMultiadapterDemonstrates how to share workloads amongst multiple heterogenous GPUs using shared heaps.YYD3D12ReservedResourcesDemonstrates the use of reserved (tiled) resources. In this sample a quad is textured with a reserved resource containing a full mip chain.YYD3D12ResidencyThis is intended as a low-integration-cost solution to managing your Direct3D 12 heaps and committed resources, using memory management techniques from Direct3D 11.YYD3D12SmallResourcesDemonstrates the use of small placed resources, showing the potential memory savings gained using placed resources (with a 4K alignment) over committed and reserved resources (with a 64K alignment).YY Direct3D 12 Programming Guide D3D12 Code Walk-Throughs --> Feedback Additional resources In this article. This section describes features added in Direct3D 11, Direct3D 11.1, and Direct3D 11.2. Microsoft Direct3D 11 is an extension of the Microsoft Direct3D 10/Microsoft Direct3D 10.1 rendering API. For more introductory material about using Direct3D 11, see the Programming Guide for Direct3D 10 . What's new in Direct3D 11: This section describes features added in Direct3D 11, Direct3D 11.1, and Direct3D 11.2. Programming Guide for Direct3D 11: The programming guide contains information about how to use the Direct3D 11 programmable pipeline to create realtime 3D graphics for games as well as scientific and desktop applications.

Important changes from Direct3D 9 to Direct3D 11

Blog Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. How to Fix Direct3D errors Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial Many computer games, as well as some 3D modelling programs, rely on the Direct3D component of DirectX to render graphics. If your computer has a problem with a DirectX file or a graphics driver, it can cause these programs to crash or not open. Windows includes a tool for testing your DirectX installation, and you can solve most issues by turning on hardware acceleration or updating DirectX and your video driver.InstructionsChecking the DirectX Installation1 Press "Windows-R" and enter "dxdiag" to run the DirectX Diagnostic Tool.2 Open the "Display" tab to see the status of Direct3D and other graphics components in DirectX.3 Read the "Notes" box to learn about any errors with Direct3D. If DirectX is installed correctly, it will read "No problems found."4 Read the "Feature Levels" line in the Drivers section to see which versions of DirectX your video card supports. Programs that require a version other than those listed will not work on your computer.5 Check the DirectX Features section to make sure each line reads "Enabled." If any line does not, you need to enable hardware acceleration.Enabling Hardware Acceleration6 Right-click the desktop and choose "Screen Resolution."7 Click "Advanced Settings."8 Open the "Troubleshooting" tab and click "Change Settings." Enter the administrator password if prompted.9 Slide the "Hardware Acceleration" option to "Full."Updating DirectX and Video Drivers10 Run Windows Update from the Control Panel to install updates for DirectX 11, available on Windows versions dating back to Vista. On Windows 8, Windows Update is the only method to update DirectX 11. On Windows 7 or Vista, you can alternatively download the updates manually (links in Resources).11 Download and open the DirectX End-User Runtime Web Installer (link in Resources) to update DirectX 9. DirectX 9 installs and runs separately from DirectX 11, and many games require it even on systems with DirectX 11 installed.12 Install the June 2010 version of DirectX 9 (link in Resources) if the Web Installer reports you already have an up to date version but you continue to have trouble with DirectX 9 applications. This offline installer includes every update to DirectX 9 and will reinstall over your existing copy, potentially fixing its problems.13 Update your video drivers either through Windows Update or by downloading drivers from the Nvidia, ATI or Intel website, depending on your graphics hardware. If you already have the 11 and shader model 5 introduce object-oriented language constructs and provide runtime support of shader linking to help developers program shaders.See Dynamic Linking for additional information.MultithreadingMany graphics applications are CPU-bound because of costly activities such as scene graph traversal, object sorting, and physics simulations. Because multicore systems are becoming increasingly available, Direct3D 11 has improved its multithreading support to enable efficient interaction between multiple CPU threads and the D3D11 graphics APIs.Direct3D 11 enables the following functionality to support multithreading:Concurrent objects are now created in separate threads — Making entry-point functions that create objects free-threaded makes it possible for many threads to create objects simultaneously. For example, an application can now compile a shader or load a texture on one thread while rendering on another.Command lists can be created on multiple threads — A command list is a recorded sequence of graphics commands. With Direct3D 11, you can create command lists on multiple CPU threads, which enables parallel traversal of the scene database or physics processing on multiple threads. This frees the main rendering thread to dispatch command buffers to the hardware.See MultiThreading for additional information.TessellationTessellation can be used to render a single model with varying levels of detail. This approach generates a more geometrically accurate model that depends on the level of detail required for a scene. Use tessellation in a scene where the level of detail allows a lower geometry model, which reduces the demand on memory bandwidth consumed during rendering.In Direct3D, tessellation is implemented on the GPU to calculate a smoother curved surface from a coarse (less detailed) input patch. Each (quad or triangle) patch face is subdivided into smaller triangular faces that better approximate the surface that you want.For information about implementing tessellation in the graphics pipeline, see Tessellation Overview.Full Listing of FeaturesThis is a complete list of the features in Direct3D 11.You can run Direct3D 11 on downlevel hardware by specifing a feature level when you create a device.You can perform tessellation (see Tessellation Overview) by using the following shader types:Hull ShaderDomain ShaderDirect3D 11 supports multithreading (see MultiThreading)Multithread resource/shader/object creationMultithreaded Display list creationDirect3D 11 expands shaders with the following features (see Shader Model 5)Addressable resources - textures, constant buffers, and samplersAdditional resource types, such as read/write buffers and textures (see New Resource Types).SubroutinesCompute shader (see Compute Shader Overview) - A shader that speeds up computations by dividing the problem space between several software threads or groups of threads, and sharing data among shader registers to significantly reduce the amount of data required to input into a shader. Algorithms that the compute shader can significantly improve include post processing, animation, physics, and artificial intelligence.Geometry shader (see Geometry Shader Features)Instancing - Allows the geometry shader to output a

Pipeline States (Direct3D 10, Direct3D 11) - Nvidia

Here, you will get the direct download link to download the SamFirm FRP Unlock Tool V1.4.3 all other versions easily, Also make sure to install the Samsung USB Driver on your computer.Ĭompatible OS: Windows 7, Windows 8, Windows 10 with 32&64bitĭownload: SamFirm Tool v1.4.3 Direct Link = Mega Link = (Mediafire Link). Important Step: Disable the Antivirus Protection first, otherwise, you will not able to Download and use this SamFirm FRP Tool V1.4.3 Download SamFirm FRP Tool V1.4.3 ( All Version) ► look on the Samsung phone Screen & Open browser. ► Make Sure SAMSUNG Phone Connect Wi-Fi Network. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.How to use Samfirm Tool ► Download SamFirm FRP Bypass Tool ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with. Keeping up with, finding, and installing the latest drivers can be a real hassle. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). ATIc Install Tool checks for the latest AMD video, software, and chipset drivers so all of your AMD hardware talks to each other properly for the best performance. The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.

Direct3D 11 error: Graphic driver doesn't support Direct3D 11 error.

Title description ms.assetid ms.topic ms.date Direct3D 11 Features The programming guide contains information about how to use the Direct3D 11 programmable pipeline to create realtime 3D graphics for games, and for scientific and desktop applications. ee4dae04-1a52-4587-87c1-006abb687a91 reference 05/31/2018 The programming guide contains information about how to use the Direct3D 11 programmable pipeline to create realtime 3D graphics for games, and for scientific and desktop applications.Compute ShaderDynamic Shader LinkingMultithreadingTessellationFull Listing of FeaturesFeatures Added in Previous ReleasesRelated topicsCompute ShaderA compute shader is a programmable shader designed for general-purpose data-parallel processing. In other words, compute shaders allow a GPU to be used as a general-purpose parallel processor. The compute shader is similar to the other programmable pipeline shaders (such as vertex, pixel, geometry) in the way that it accesses inputs and outputs. The compute shader technology is also known as the DirectCompute technology. A compute shader is integrated into Direct3D and is accessible through a Direct3D device. It can directly share memory resources with graphics shaders by using the Direct3D device. However, it is not directly connected to other shader stages.A compute shader is designed for mass-market applications that perform computations at interactive rates, when the cost of transitioning between the API (and its associated software stack) and a CPU would consume too much overhead.A compute shader has its own set of states. A compute shader does not necessarily have a forced 1-1 mapping to either input records (like a vertex shader does) or output records (like the pixel shader does). Some features of the graphics shader are supported, but others have been removed so that new compute shader-specific features could be added.To support the compute shader-specific features, several new resource types are now available, such as read/write buffers, textures, and structured buffers.See Compute Shader Overview for additional information.Dynamic Shader LinkingRendering systems must deal with significant complexity when they manage shaders, while providing the opportunity to optimize shader code. This becomes an even greater challenge because shaders must support a variety of different materials in a rendered scene across various hardware configurations. To address this challenge, shader developers have often resorted to one of two general approaches. They have either created fully featured large, general-purpose shaders that can be used by a wide variety of scene items, which trade off some performance for flexibility, or created individual shaders for each geometry stream, material type, or light type combination needed.These large, general-purpose shaders handle this challenge by recompiling the same shader with different preprocessor definitions, and the latter method uses brute-force developer power to achieve the same result. The shader permutation explosion has often been a problem for developers who must now manage thousands of different shader permutations within their game and asset pipeline.Direct3D. This section describes features added in Direct3D 11, Direct3D 11.1, and Direct3D 11.2. Microsoft Direct3D 11 is an extension of the Microsoft Direct3D 10/Microsoft Direct3D 10.1 rendering API. For more introductory material about using Direct3D 11, see the Programming Guide for Direct3D 10 .

Vulkan, Direct3D 11 and Direct3D 12 renderer for Unreal Tournament

Advanced Video Options, with Hardware & Software DirectX level highlighted and showing a new feature classic effects. High dynamic range moved to video options. On modern systems, the "Hardware DirectX level" (also referred to as "feature level") usually should display as "DirectX 9.0+" (or "DirectX 9.0" on any Intel graphics card).Source engine games (prior to Left 4 Dead), which primarily only runs on Direct3D 9, has a DirectX level systems to provide compatibility with older (DX8 or earlier) or weaker DirectX 9-capable GPUs, by disabling certain graphical features not available (or works poorly) in older/weaker graphics card and lowering the graphical settings.Each section has a description of what each version of DirectX is capable of, for reference when creating fallback materials for older GPUs with lower DirectX feature levels. Under each heading are features not available in previous versions of DirectX.To run the game with lower DirectX levels on the newer graphics card, use the mat_dxlevel cvar, or -dxlevel command line arguments. Set it to 60, 70, 80, 81, 90 or 95 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of. Risk of Confusion:There is a misconception that changing mat_dxlevel or dxlevel will also make Source engine runs on different version of Direct3D, but this is not true as changing mat_dxlevel (DirectX levels), does not actually change Direct3D version to Direct3D 8 or earlier. Source will always run on Direct3D 9 renderer (or Direct3D 11/12 on some third-party engine branches). However, various DirectX 9 features, assets and shaders will be disabled or fallback to DirectX 8 or earlier for compatibility with older graphics card, or to improve performance with older GPUs that have poor support for DirectX 9. Older DirectX levels are also used to allow Nvidia's RTX Remix (used in Portal with RTX and upcoming Half-Life 2 RTX, and requires fixed-function shaders) to add raytracing while also replacing DX7/DX8 level assets with PBR capable materials. Additionally, DirectX levels should not be confused with Direct3D versions. As a example, GeForce FX 5x00 by default, while support

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Faster cores so that people on lower specced hardware can use runahead with more frames in advance.CRT Switch Res – GroovyMAME-like features for 15KHz capable CRT monitors!Thanks to forum-user Alphanu, RetroArch now has the ability to query cores for their exact video timing data, which can be used to switch to native-resolution, 15 kHz modelines for use with standard-definition CRT TVs.This is a big step for retro purists, as RetroArch can now output “pixel-perfect” video with accurate timing to compatible displays, even quickly switching between interlaced and non-interlaced modes on the fly.This capability is currently Windows-only and requires modelines to be created in advance by CRT_EmuDriver or Custom Resolution Utility with a compatible GPU. Linux support is coming soon.In case you’d like to learn more, follow these links:ATI CRT EmuDriver15Khz CRT documentation WikiDirect3D improvements, additions, and a new Direct3D10 driverWith RetroArch 1.7.1, we really stepped our game up to finally start treating Windows as a first-class citizen platform. You have seen this in the form of dedicated Direct 3D 11/12 video drivers that had the ability to run the same shaders as Vulkan, our new slang shader spec that is made possible by the impressive Khronos/ARM-backed project SPIRV-Cross.Increased backwards compatibilityPreviously, the Direct3D 11 driver required that your graphics card driver supported at least Shader Model 5.0. We have since downgraded this requirement to Shader Model 4.0. As a result, I am now able to use the Direct3D 11 video driver on an old 2010 laptop GPU that only supports Shader Model 4.0 (it’s an ATI Mobility Radeon HD 4300). We also try to support more D3D11 feature levels instead of just defaulting to 11.0.New Direct3D 10 video driverOn some systems, though, you won’t be able to make use of the Direct3D 11 driver no matter what. One of those systems happened to be another old laptop I had lying around here. This one has a Geforce 9200M GS, and the specs state that it supports up to Direct X 10 and Shader Model 4.0. Direct3D 11 is a no go on this GPU even with the increased backwards compatibility.It’s for this purpose that me and aliaspider spent some time to finally make the Direct3D 10 driver feature-complete. Direct3D 10 should be available from Windows Vista and up, whereas Direct3D 11 is available from Windows 7 and up. The Direct 3D 10 driver should be feature complete and identical to the Direct3D 11 driver, with the sole exception of hardware rendering contexts not being available right now with Direct3D 10.Which brings us to the last Direct3D-related subject…Direct3D-powered libretro cores are now possible!This feature is easily worth its own article, but since we already covered this before and because 1.7.2 has so many huge features, we will relegate this to a side note. Nevertheless, it is none the less important.Up until now, if you wanted to use hardware-accelerated 3D rendering in a libretro core, your options were OpenGL and/or Vulkan. There is now a third option – Direct3D 11, and the first

2025-04-09
User5786

Direct3D 11 runtime, please install the release version of Windows 7 or Windows Server 2008 R2. Windows Vista users can follow the procedure described in KB 971644 (or KB 971512 for corporate network users). For more details, see Direct3D 11 Deployment for Game Developers.Effects 11The Effects runtime for Direct3D 11 (FX11) is available as shared source in the DirectX SDK. For more information, please refer to Effects (Direct3D 11) and Effect System Interfaces (Direct3D 11) in the Windows Graphics documentation. The Effects 11 source is now located in the samples directory(Samples\C++\Effects11).DirectX 11 Runtime SymbolsThe modern DirectX Runtime is part of the operating system (OS), and symbols for the DirectX components (Direct3D, DirectInput, DirectSound, etc.) are provided as part of the OS symbol packages. DirectX 11 Runtime symbols are included in the Windows 7 and Windows Server 2008 R2 symbols packages available on the Microsoft website. However, we recommend using the Microsoft symbols server instead for the most current and correct set of symbols when debugging DirectX applications.Note that DirectX 11 Runtime symbols for the down-level KB 971644 and KB 971512 update for Windows Vista and Windows Server 2008 are not included in the OS offline symbols package. They can be obtained from the Microsoft symbol server.The Provided D3D9D.dll for Windows XP is Versioned for Service Pack 2The D3D9D.dll that is included in the February 2010 and later DirectX SDKs is versioned for Windows XP SP2. If you use this DLL on Windows XP SP3 with an application that uses the Windows Presentation Framework (WPF), the code in the DLL will assert. This issue does not occur on Windows Vista or Windows 7. If you require only debug output, that is, you do not require symbols, you could also use the checked version of D3D9.dll, which is compatible with Windows XP

2025-04-16
User8527

Skip to main content This browser is no longer supported. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Working Samples Article12/30/2021 In this article -->Working samples are available for download, showing the usage of a number of features of Direct3D 12.Working samplesWorking samples (in the form of Visual Studio 2015 projects) can be downloaded from GitHub/Microsoft/DirectX-Graphics-Samples.NoteThe exact list of samples available at this location will vary as samples are added and updated.Sample titleDescriptionDesktopUWPWalk-throughHelloWorld HelloWindowHelloTriangleHelloBundlesHelloConstBuffersHelloTextureThe HelloWorld sample set contains the following simple projects to help you get started with Direct3D 12. Creates a window in preparation of rendering Direct3D 12 content.Renders a simple triangle using Direct3D 12.Demonstrates the usage of a bundle for rendering using Direct3D 12.Demonstrates how to use constant buffers to pass data to the GPU used for rendering in Direct3D 12.Demonstrates how to apply a texture to a triangle using Direct3D 12.YYCreating a basic Direct3D 12 componentD3D12BundlesDemonstrates frame buffering and synchronization best practices as well as rendering a simple mesh using bundles.YYD3D12MultithreadingAn example of how to build a multithreaded capable application.YND3D12nBodyGravityDemonstrates how multi-engine can be used to do asynchronous compute work alongside 3D work on the same GPU.YYMulti-engine n-body gravity simulationD3D12PredicationQueriesDemonstrates occlusion culling using query heaps and predication.YYPredication queriesD3D12DynamicIndexingDemonstrates the dynamic indexing capabilities of DirectX 12 and HLSL.YYDynamic Indexing using HLSL 5.1D3D1211on12Demonstrates basic usage of the 11on12 layer. This sample renders text using D2D using the Direct3D 11 API on a Direct3D 12 11on12 device.YYD2D using D3D11on12D3D12ExecuteIndirectDemonstrates compute engine culling in conjunction with the execute indirect feature to only render objects that pass the culling test.YYIndirect drawing and GPU cullingD3D12PipelineStateCacheDemonstrates Pipeline State Object (PSO) caching.YYD3D12FullscreenDemonstrates how to handle fullscreen to windowed transitions and window resizing in DirectX 12.YYD3D12HeterogeneousMultiadapterDemonstrates how to share workloads amongst multiple heterogenous GPUs using shared heaps.YYD3D12ReservedResourcesDemonstrates the use of reserved (tiled) resources. In this sample a quad is textured with a reserved resource containing a full mip chain.YYD3D12ResidencyThis is intended as a low-integration-cost solution to managing your Direct3D 12 heaps and committed resources, using memory management techniques from Direct3D 11.YYD3D12SmallResourcesDemonstrates the use of small placed resources, showing the potential memory savings gained using placed resources (with a 4K alignment) over committed and reserved resources (with a 64K alignment).YY Direct3D 12 Programming Guide D3D12 Code Walk-Throughs --> Feedback Additional resources In this article

2025-03-30
User8760

Blog Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. How to Fix Direct3D errors Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial Many computer games, as well as some 3D modelling programs, rely on the Direct3D component of DirectX to render graphics. If your computer has a problem with a DirectX file or a graphics driver, it can cause these programs to crash or not open. Windows includes a tool for testing your DirectX installation, and you can solve most issues by turning on hardware acceleration or updating DirectX and your video driver.InstructionsChecking the DirectX Installation1 Press "Windows-R" and enter "dxdiag" to run the DirectX Diagnostic Tool.2 Open the "Display" tab to see the status of Direct3D and other graphics components in DirectX.3 Read the "Notes" box to learn about any errors with Direct3D. If DirectX is installed correctly, it will read "No problems found."4 Read the "Feature Levels" line in the Drivers section to see which versions of DirectX your video card supports. Programs that require a version other than those listed will not work on your computer.5 Check the DirectX Features section to make sure each line reads "Enabled." If any line does not, you need to enable hardware acceleration.Enabling Hardware Acceleration6 Right-click the desktop and choose "Screen Resolution."7 Click "Advanced Settings."8 Open the "Troubleshooting" tab and click "Change Settings." Enter the administrator password if prompted.9 Slide the "Hardware Acceleration" option to "Full."Updating DirectX and Video Drivers10 Run Windows Update from the Control Panel to install updates for DirectX 11, available on Windows versions dating back to Vista. On Windows 8, Windows Update is the only method to update DirectX 11. On Windows 7 or Vista, you can alternatively download the updates manually (links in Resources).11 Download and open the DirectX End-User Runtime Web Installer (link in Resources) to update DirectX 9. DirectX 9 installs and runs separately from DirectX 11, and many games require it even on systems with DirectX 11 installed.12 Install the June 2010 version of DirectX 9 (link in Resources) if the Web Installer reports you already have an up to date version but you continue to have trouble with DirectX 9 applications. This offline installer includes every update to DirectX 9 and will reinstall over your existing copy, potentially fixing its problems.13 Update your video drivers either through Windows Update or by downloading drivers from the Nvidia, ATI or Intel website, depending on your graphics hardware. If you already have the

2025-03-27
User4484

11 and shader model 5 introduce object-oriented language constructs and provide runtime support of shader linking to help developers program shaders.See Dynamic Linking for additional information.MultithreadingMany graphics applications are CPU-bound because of costly activities such as scene graph traversal, object sorting, and physics simulations. Because multicore systems are becoming increasingly available, Direct3D 11 has improved its multithreading support to enable efficient interaction between multiple CPU threads and the D3D11 graphics APIs.Direct3D 11 enables the following functionality to support multithreading:Concurrent objects are now created in separate threads — Making entry-point functions that create objects free-threaded makes it possible for many threads to create objects simultaneously. For example, an application can now compile a shader or load a texture on one thread while rendering on another.Command lists can be created on multiple threads — A command list is a recorded sequence of graphics commands. With Direct3D 11, you can create command lists on multiple CPU threads, which enables parallel traversal of the scene database or physics processing on multiple threads. This frees the main rendering thread to dispatch command buffers to the hardware.See MultiThreading for additional information.TessellationTessellation can be used to render a single model with varying levels of detail. This approach generates a more geometrically accurate model that depends on the level of detail required for a scene. Use tessellation in a scene where the level of detail allows a lower geometry model, which reduces the demand on memory bandwidth consumed during rendering.In Direct3D, tessellation is implemented on the GPU to calculate a smoother curved surface from a coarse (less detailed) input patch. Each (quad or triangle) patch face is subdivided into smaller triangular faces that better approximate the surface that you want.For information about implementing tessellation in the graphics pipeline, see Tessellation Overview.Full Listing of FeaturesThis is a complete list of the features in Direct3D 11.You can run Direct3D 11 on downlevel hardware by specifing a feature level when you create a device.You can perform tessellation (see Tessellation Overview) by using the following shader types:Hull ShaderDomain ShaderDirect3D 11 supports multithreading (see MultiThreading)Multithread resource/shader/object creationMultithreaded Display list creationDirect3D 11 expands shaders with the following features (see Shader Model 5)Addressable resources - textures, constant buffers, and samplersAdditional resource types, such as read/write buffers and textures (see New Resource Types).SubroutinesCompute shader (see Compute Shader Overview) - A shader that speeds up computations by dividing the problem space between several software threads or groups of threads, and sharing data among shader registers to significantly reduce the amount of data required to input into a shader. Algorithms that the compute shader can significantly improve include post processing, animation, physics, and artificial intelligence.Geometry shader (see Geometry Shader Features)Instancing - Allows the geometry shader to output a

2025-04-18

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