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Wikipedia

DirectX

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs (the X standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology.[3] The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

DirectX
Developer(s)Microsoft
Initial releaseSeptember 30, 1995; 28 years ago (1995-09-30)
Stable release
12 Ultimate API / October 5, 2021; 2 years ago (2021-10-05)
Operating systemMicrosoft Windows, Windows Phone 8, Dreamcast,[1] Xbox, Xbox 360, Xbox One, Xbox Series X and Series S, Linux (Gallium Nine) (DirectX 12 only, Exclusive to Windows Subsystem for Linux),,[2]
TypeAPI

Direct3D (the 3D graphics API within DirectX) is widely used in the development of video games for Microsoft Windows and the Xbox line of consoles. Direct3D is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. As Direct3D is the most widely publicized component of DirectX, it is common to see the names "DirectX" and "Direct3D" used interchangeably.

The DirectX software development kit (SDK) consists of runtime libraries in redistributable binary form, along with accompanying documentation and headers for use in coding. Originally, the runtimes were only installed by games or explicitly by the user. Windows 95 did not launch with DirectX, but DirectX was included with Windows 95 OEM Service Release 2.[4] Windows 98 and Windows NT 4.0 both shipped with DirectX, as has every version of Windows released since. The SDK is available as a free download. While the runtimes are proprietary, closed-source software, source code is provided for most of the SDK samples. Starting with the release of Windows 8 Developer Preview, DirectX SDK has been integrated into Windows SDK.[5]

Development history edit

In late 1994, Microsoft was ready to release Windows 95, its next operating system. An important factor in the value consumers would place on it was the programs that would be able to run on it. Microsoft employee Alex St. John had been in discussions with various game developers asking how likely they would be to bring their MS-DOS games to Windows 95, and found the responses mostly negative; programmers had found that the Windows environment did not provide the necessary features which were available under MS-DOS using BIOS routines or direct hardware access.[6] There were also strong fears of compatibility; a notable case of this was from Disney's Animated Storybook: The Lion King which was based on the WinG programming interface.[7] Due to numerous incompatible graphics drivers from new Compaq computers that were not tested with the WinG interface which came bundled with the game, it crashed so frequently on many desktop systems that parents had flooded Disney's call-in help lines.[8][9]

St. John recognized the resistances for game development under Windows would be a limitation, and recruited two additional engineers, Craig Eisler and Eric Engstrom, to develop a better solution to get more programmers to develop games for Windows. The project was codenamed the Manhattan Project, like the World War II project of the same name, and the idea was to displace the Japanese-developed video game consoles with personal computers running Microsoft's operating system.[8] It had initially used the radiation symbol as its logo but Microsoft asked the team to change the logo.[8] Management did not agree to the project as they were already writing off Windows as a gaming platform, but the three committed towards this project's development.[9] Their rebellious nature led Brad Silverberg, the senior vice president of Microsoft's office products, to name the trio the "Beastie Boys".[10]

Most of the work by the three was done among other assigned projects starting near the end of 1994.[9] Within four months and with input from several hardware manufacturers, the team had developed the first set of application programming interfaces (APIs) which they presented at the 1995 Game Developers Conference.[9] The SDK included libraries implementing DirectDraw for bit-mapped graphics,[11] DirectSound for audio,[12] and DirectPlay for communication between players over a network.[13] Furthermore, an extended joystick API already present in Windows 95 was documented for the first time as DirectInput,[14] while a description of how to implement the immediate start of the installation procedure of a software title after inserting its CD-ROM, a feature called AutoPlay, was also part of the SDK.[15] The "Direct" part of the library was so named as these routines bypassed existing core Windows 95 routines and accessed the computer hardware only via a hardware abstraction layer (HAL).[16] Though the team had named it the "Game SDK" (software development kit), the name "DirectX" came from one journalist that had mocked the naming scheme of the various libraries. The team opted to continue to use that naming scheme and call the project DirectX.[8]

The first version of DirectX was released in September 1995 as the Windows Games SDK. Its DirectDraw component was the Win32 replacement for the DCI[17] and WinG APIs for Windows 3.1.[18] DirectX allowed all versions of Microsoft Windows, starting with Windows 95, to incorporate high-performance multimedia. Eisler wrote about the frenzy to build DirectX 1 through 5 in his blog.[19]

To get more developers on board DirectX, Microsoft approached id Software's John Carmack and offered to port Doom and Doom 2 from MS-DOS to DirectX, free of charge, with id retaining all publishing rights to the game. Carmack agreed, and Microsoft's Gabe Newell led the porting project. The first game was released as Doom 95 in August 1996, the first published DirectX game. Microsoft promoted the game heavily with Bill Gates appearing in ads for the title.[8]

DirectX 2.0 became a component of Windows itself with the releases of Windows 95 OSR2 and Windows NT 4.0 in mid-1996. Since Windows 95 was itself still new and few games had been released for it, Microsoft engaged in heavy promotion of DirectX to developers who were generally distrustful of Microsoft's ability to build a gaming platform in Windows. Alex St. John, the evangelist for DirectX, staged an elaborate event at the 1996 Computer Game Developers Conference which game developer Jay Barnson described as a Roman theme, including real lions, togas, and something resembling an indoor carnival.[20] It was at this event that Microsoft first introduced Direct3D, and demonstrated multiplayer MechWarrior 2 being played over the Internet.

The DirectX team faced the challenging task of testing each DirectX release against an array of computer hardware and software. A variety of different graphics cards, audio cards, motherboards, CPUs, input devices, games, and other multimedia applications were tested with each beta and final release. The DirectX team also built and distributed tests that allowed the hardware industry to confirm that new hardware designs and driver releases would be compatible with DirectX.

Prior to DirectX Microsoft had added OpenGL to their Windows NT platform.[21] OpenGL had been designed as a cross-platform, window system independent software interface to graphics hardware by Silicon Graphics, Inc. to bring 3D graphics programming into the mainstream of application programming. Besides it could also be used for 2D graphics and imaging and was controlled by the Architectural Review Board (ARB) which included Microsoft.[22][23] Direct3D was intended to be a Microsoft controlled alternative to OpenGL, focused initially on game use. As 3D gaming grew game developers were discovering that OpenGL could be used effectively for game development.[24] At that point a "battle" began between supporters of the cross-platform OpenGL and the Windows-only Direct3D.[25] Incidentally, OpenGL was supported at Microsoft by the DirectX team. If a developer chose to use the OpenGL 3D graphics API in computer games, the other APIs of DirectX besides Direct3D were often combined with OpenGL because OpenGL does not include all of DirectX's functionality (such as sound or joystick support).

In a console-specific version, DirectX was used as a basis for Microsoft's Xbox, Xbox 360 and Xbox One console API. The API was developed jointly between Microsoft and Nvidia, which developed the custom graphics hardware used by the original Xbox. The Xbox API was similar to DirectX version 8.1, but is non-updateable like other console technologies. The Xbox was code named DirectXbox, but this was shortened to Xbox for its commercial name.[26]

In 2002, Microsoft released DirectX 9 with support for the use of much longer shader programs than before with pixel and vertex shader version 2.0. Microsoft has continued to update the DirectX suite since then, introducing Shader Model 3.0 in DirectX 9.0c, released in August 2004.

As of April 2005, DirectShow was removed from DirectX and moved to the Microsoft Platform SDK instead.

DirectX has been confirmed to be present in Microsoft's Windows Phone 8.[27]

Real-time raytracing was announced as DXR in 2018. Support for compiling HLSL to SPIR-V was also added in the DirectX Shader Compiler the same year.[28]

Components edit

DirectX is composed of multiple APIs:

Microsoft has deprecated the following components:

DirectX functionality is provided in the form of COM-style objects and interfaces. Additionally, while not DirectX components themselves, managed objects have been built on top of some parts of DirectX, such as Managed Direct3D[31] and the XNA graphics library[32] on top of Direct3D 9.

Microsoft distributes debugging tool for DirectX called "PIX".[33]

Versions edit

DirectX 9 edit

DirectX 9 was released in 2002 for Windows 98, Me, 2000 and XP, and currently is supported by all subsequent versions. Microsoft continues to make changes in DirectX 9.0c, causing support to be dropped for some of the aforementioned operating systems. As of January 2007, Windows 2000 or XP is required. This also introduced Shader Model 2.0 containing Pixel Shader 2.0 and Vertex Shader 2.0. Windows XP SP2 and newer include DirectX 9.0c,[34] but may require a newer DirectX runtime redistributable installation for DirectX 9.0c applications compiled with the February 2005 DirectX 9.0 SDK or newer.

DirectX 10 edit

 
Microsoft DirectX 10 logo wordmark

A major update to DirectX API, DirectX 10 ships with and is only available with Windows Vista (launched in late 2006) and later. Previous versions of Windows such as Windows XP are not able to run DirectX 10-exclusive applications. Rather, programs that are run on a Windows XP system with DirectX 10 hardware simply resort to the DirectX 9.0c code path, the latest available for Windows XP computers.[35]

Changes for DirectX 10 were extensive. Many former parts of DirectX API were deprecated in the latest DirectX SDK and are preserved for compatibility only: DirectInput was deprecated in favor of XInput, DirectSound was deprecated in favor of the Cross-platform Audio Creation Tool system (XACT) and additionally lost support for hardware accelerated audio, since the Vista audio stack renders sound in software on the CPU. The DirectPlay DPLAY.DLL was also removed and was replaced with dplayx.dll; games that rely on this DLL must duplicate it and rename it to dplay.dll.

In order to achieve backwards compatibility, DirectX in Windows Vista contains several versions of Direct3D:[36]

  • Direct3D 9: emulates Direct3D 9 behavior as it was on Windows XP. Details and advantages of Vista's Windows Display Driver Model are hidden from the application if WDDM drivers are installed. This is the only API available if there are only XP graphic drivers (XDDM) installed, after an upgrade to Vista for example.
  • Direct3D 9Ex (known internally during Windows Vista development as 9.0L or 9.L): allows full access to the new capabilities of WDDM (if WDDM drivers are installed) while maintaining compatibility for existing Direct3D applications. The Windows Aero user interface relies on D3D 9Ex.
  • Direct3D 10: Designed around the new driver model in Windows Vista and featuring a number of improvements to rendering capabilities and flexibility, including Shader Model 4.

Direct3D 10.1 is an incremental update of Direct3D 10.0 which shipped with, and required, Windows Vista Service Pack 1, which was released in February 2008.[37] This release mainly sets a few more image quality standards for graphics vendors, while giving developers more control over image quality.[38] It also adds support for cube map arrays, separate blend modes per-MRT, coverage mask export from a pixel shader, ability to run pixel shader per sample, access to multi-sampled depth buffers[39] and requires that the video card supports Shader Model 4.1 or higher and 32-bit floating-point operations. Direct3D 10.1 still fully supports Direct3D 10 hardware, but in order to utilize all of the new features, updated hardware is required.[40]

DirectX 11 edit

 
Microsoft DirectX 11 logo wordmark

Microsoft unveiled DirectX 11 at the Gamefest 08 event in Seattle. The Final Platform Update launched for Windows Vista on October 27, 2009, which was a week after the initial release of Windows 7, which launched with Direct3D 11 as a base standard.

Major scheduled features including GPGPU support (DirectCompute), and Direct3D 11 with tessellation support[41][42] and improved multi-threading support to assist video game developers in developing games that better utilize multi-core processors.[43] Parts of the new API such as multi-threaded resource handling can be supported on Direct3D 9/10/10.1-class hardware. Hardware tessellation and Shader Model 5.0 require Direct3D 11 supporting hardware.[44] Microsoft has since released the Direct3D 11 Technical Preview.[45] Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. This helps to keep backwards compatibility with previous versions of DirectX.

Four updates for DirectX 11 were released:

  • DirectX 11.1 is included in Windows 8. It supports WDDM 1.2 for increased performance, features improved integration of Direct2D (now at version 1.1), Direct3D, and DirectCompute, and includes DirectXMath, XAudio2, and XInput libraries from the XNA framework. It also features stereoscopic 3D support for gaming and video.[46] DirectX 11.1 was also partially backported to Windows 7, via the Windows 7 platform update.[47][48]
  • DirectX 11.2 is included in Windows 8.1 (including the RT version) and Windows Server 2012 R2.[49] It added some new features to Direct2D like geometry realizations.[50] It also added swap chain composition, which allows some elements of the scene to be rendered at lower resolutions and then composited via hardware overlay with other parts rendered at higher resolution.[51]
  • DirectX 11.X is a superset of DirectX 11.2 running on the Xbox One.[52] It actually includes some features, such as draw bundles, that were later announced as part of DirectX 12.[53]
  • DirectX 11.3 was announced along with DirectX 12 at GDC and released in 2015. It is meant to complement DirectX 12 as a higher-level alternative.[54] It is included with Windows 10.[49]

DirectX 12 edit

DirectX 12 was announced by Microsoft at GDC on March 20, 2014, and was officially launched alongside Windows 10 on July 29, 2015.

The primary feature highlight for the new release of DirectX was the introduction of advanced low-level programming APIs for Direct3D 12 which can reduce driver overhead. Developers are now able to implement their own command lists and buffers to the GPU, allowing for more efficient resource utilization through parallel computation. Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve "console-level efficiency on phone, tablet and PC".[55] The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's Mantle for AMD graphics cards, Apple's Metal for iOS and macOS and Khronos Group's cross-platform Vulkan.

Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously; multi-GPU support was previously dependent on vendor implementations such as AMD CrossFireX or NVIDIA SLI.[56][57][58][59]

  • Implicit Multiadapter support will work in a similar manner to previous versions of DirectX where frames are rendered alternately across linked GPUs of similar compute-power.
  • Explicit Multiadapter will provide two distinct API patterns to developers. Linked GPUs will allow DirectX to view graphics cards in SLI or CrossFireX as a single GPU and use the combined resources; whereas Unlinked GPUs will allow GPUs from different vendors to be utilized by DirectX, such as supplementing the dedicated GPU with the integrated GPU on the CPU, or combining AMD and NVIDIA cards. However, elaborate mixed multi-GPU setups requires significantly more attentive developer support.

DirectX 12 is supported on all Fermi and later Nvidia GPUs, on AMD's GCN-based chips and on Intel's Haswell and later processors' graphics units.[60]

At SIGGRAPH 2014, Intel released a demo showing a computer generated asteroid field, in which DirectX 12 was claimed to be 50–70% more efficient than DirectX 11 in rendering speed and CPU power consumption.[61][62]

Ashes of the Singularity was the first publicly available game to utilize DirectX 12. Testing by Ars Technica in August 2015 revealed slight performance regressions in DirectX 12 over DirectX 11 mode for the Nvidia GeForce 980 Ti, whereas the AMD Radeon R9 290x achieved consistent performance improvements of up to 70% under DirectX 12, and in some scenarios the AMD outperformed the more powerful Nvidia under DirectX 12. The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12, or even hardware limitations of the card which was optimized for DirectX 11 serial execution; however, the exact cause remains unclear.[63]

The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC.[64]

In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware,[65] and the DXR API was added in the Windows 10 October 2018 update.

In 2019 Microsoft announced the arrival of DirectX 12 to Windows 7 but only as a plug-in for certain game titles.[66]

DirectX 12 Ultimate edit

Microsoft revealed DirectX 12 Ultimate in March 2020. DirectX 12 Ultimate will unify to a common library on both Windows 10 computers and the Xbox Series X and other ninth-generation Xbox consoles. Among the new features in Ultimate includes DirectX Raytracing 1.1, Variable Rate Shading, which gives programmers control over the level of detail of shading depending on design choices, Mesh Shaders, and Sampler Feedback.[67][68]

Version history edit

Release timeline
Major releases
1995DirectX 1
1996DirectX 2
DirectX 3
1997DirectX 5
1998DirectX 6
1999DirectX 7
2000DirectX 8
2001
2002DirectX 9
2003
2004
2005
2006DirectX 10
2007
2008
2009DirectX 11
2010
2011
2012
2013
2014
2015DirectX 12
DirectX versions
Version Release date Notes
Major Minor Number
1 1.0 4.02.0095 September 30, 1995 Initially released as Windows Game SDK, replacing WinG for Windows 95 onward
2 2.0 1996 Was shipped only with a few 3rd party applications
2.0a 4.03.00.1096 June 5, 1996 Windows 95 OSR2 and Windows NT 4.0 exclusive
3 3.0 4.04.00.0068 September 15, 1996  
4.04.00.0069 1996 Later package of DirectX 3.0 included Direct3D 4.04.00.0069
3.0a 4.04.00.0070 December 1996 Windows NT 4.0 SP3 (and above)
Last version supporting Windows NT 4.0
3.0b 4.04.00.0070 December 1996 This was a very minor update to 3.0a that fixed a cosmetic problem with the Japanese version of Windows 95
4 4.0 Never released DirectX 4 was never released. Raymond Chen of Microsoft explained in his book, The Old New Thing, that after DirectX 3 was released, Microsoft began developing versions 4 and 5 at the same time. Version 4 was to be a shorter-term release with small features, whereas version 5 would be a more substantial release. The lack of interest from game developers in the features stated for DirectX 4 resulted in it being shelved, and the large amount of documents that already distinguished the two new versions resulted in Microsoft choosing to not re-use version 4 to describe features intended for version 5.[69][70]
5 5.0 4.05.00.0155 (RC55) August 4, 1997 Available as a beta for Windows 2000 that would install on Windows NT 4.0
4.05.00.0155 (RC66) Installer included on the Windows 95 OSR 2.5 installation media
5.2 4.05.01.1600 (RC00) May 5, 1998 DirectX 5.2 release for Windows 95
4.05.01.1998 (RC0) June 25, 1998 Windows 98 exclusive
6 6.0 4.06.00.0318 (RC3) August 7, 1998[71] Windows CE as implemented on Dreamcast and other devices
6.1 4.06.02.0436 (RC0) February 3, 1999[72]
6.1a 4.06.03.0518 (RC0) May 5, 1999[73] Windows 98 Second Edition exclusive. This is last version that runs on 486 or older CPU.
7 7.0 4.07.00.0700 (RC1) September 22, 1999[74][75]
4.07.00.0700 February 17, 2000 Windows 2000 exclusive
7.0a December 17, 1999 Released only for Windows 95 to 98[76][77]
4.07.00.0716 (RC0) March 8, 2000
4.07.00.0716 (RC1) 2000
7.1 4.07.01.3000 (RC1) September 14, 2000[78] Windows Me exclusive. Last version to have built-in RGB software rendering support
8 8.0 4.08.00.0400 (RC10) November 10, 2000[79]
8.0a 4.08.00.0400 (RC14) January 24, 2001[80] Last version supporting Windows 95 and last version to have software rendering support in dxdiag.exe
8.1 4.08.01.0810 October 25, 2001 Windows XP, Windows XP SP1, Windows Server 2003 and Xbox exclusive
4.08.01.0881 (RC7) November 8, 2001 This version is for the down level operating systems (Windows 98, Windows Me and Windows 2000)
8.1a 4.08.01.0901 (RC?) 2002 This release includes an update to Direct3D (D3d8.dll)
8.1b 4.08.01.0901 (RC7) June 25, 2002 This update includes a fix to DirectShow on Windows 2000 (Quartz.dll)
8.2 4.08.02.0134 (RC0) 2002 Same as the DirectX 8.1b but includes DirectPlay 8.2
9 9.0 4.09.00.0900 (RC4) December 19, 2002 First major version of DirectX 9
9.0a 4.09.00.0901 (RC6) March 26, 2003
9.0b 4.09.00.0902 (RC2) August 13, 2003
9.0c[81] 4.09.00.0904 (RC0) July 22, 2004 First 9.0c version

Periodic hybrid 32-bit/64-bit updates, starting from October 2004, were released bimonthly until August 2007, and quarterly thereafter. The last update was released in June 2010[82]

4.09.00.0904 August 6, 2004 / April 21, 2008* Xbox 360, Windows XP SP2 and SP3*, Windows Server 2003 SP1 and Windows Server 2003 R2
December 8, 2006 Last version supporting Windows 98, 98 SE and Me[1]
February 5, 2010 Final 9.0c version and last supporting Windows 2000, XP and XP SP1
9.29 June 7, 2010 Last major version of DirectX 9 and last supporting Windows XP SP2 and SP3[83]
10 10 6.00.6000.16386 November 30, 2006 Windows Vista exclusive
10.1 6.00.6001.18000 February 4, 2008 Windows Vista SP1, Windows Server 2008
Includes Direct3D 10.1
6.00.6002.18005 April 28, 2009 Windows Vista SP2, Windows Server 2008 SP2
Includes Direct3D 10.1
11 11 6.01.7600.16385 October 22, 2009 Windows 7, Windows Server 2008 R2
6.00.6002.18107 October 27, 2009 Windows Vista SP2 and Windows Server 2008 SP2, through the Platform Update for Windows Vista and Windows Server 2008[84]
6.01.7601.17514 February 16, 2011 Windows 7 SP1, Windows Server 2008 R2 SP1
11.1 6.02.9200.16384 August 1, 2012 Windows 7 SP1 (partially), Windows 8, Windows RT, Windows Server 2012
11.2 6.03.9600.16384 October 18, 2013 Windows 8.1, Windows RT, Windows Server 2012 R2, Xbox One
12 12 10.00.10240.16384 July 29, 2015 Windows 10, Xbox One
10.00.15063.0000 March 20, 2017 Windows 10, Depth Bounds Testing and Programmable MSAA added[85][86]
10.00.17763.0000 November 20, 2019 Direct3D 12 only for Windows 7 SP1, via a dedicated source code package for app developers[87][88]
10.00.17763.0001 October 2, 2018 Windows 10, DirectX Raytracing support added[89]
10.00.18362.0116 May 19, 2019 Windows 10, Variable Rate Shading (VRS) support added[90]
10.00.19041.0928 November 10, 2020 Windows 10, Xbox Series X, Ultimate
10.00.22000.1000 October 5, 2021 Windows 11, Added native refresh rate switching[91] and improved graphics capabilities to Windows Subsystem for Linux[92]

The version number as reported by Microsoft's DxDiag tool (version 4.09.0000.0900 and higher) use the x.xx.xxxx.xxxx format for version numbers. However, the DirectX and Windows XP MSDN page claims that the registry always has been in the x.xx.xx.xxxx format. Therefore, when the above table lists a version as '4.09.00.0904' Microsoft's DxDiag tool may have it as '4.09.0000.0904'.[93]

Compatibility edit

Various releases of Windows have included and supported various versions of DirectX, allowing newer versions of the operating system to continue running applications designed for earlier versions of DirectX until those versions can be gradually phased out in favor of newer APIs, drivers, and hardware.[94]

APIs such as Direct3D and DirectSound need to interact with hardware, and they do this through a device driver. Hardware manufacturers have to write these drivers for a particular DirectX version's device driver interface (or DDI), and test each individual piece of hardware to make them DirectX compatible. Some hardware devices have only DirectX compatible drivers (in other words, one must install DirectX in order to use that hardware). Early versions of DirectX included an up-to-date library of all of the DirectX compatible drivers currently available. This practice was stopped however, in favor of the web-based Windows Update driver-update system, which allowed users to download only the drivers relevant to their hardware, rather than the entire library.

Prior to DirectX 10, DirectX runtime was designed to be backward compatible with older drivers, meaning that newer versions of the APIs were designed to interoperate with older drivers written against a previous version's DDI. The application programmer had to query the available hardware capabilities using a complex system of "cap bits" each tied to a particular hardware feature. Direct3D 7 and earlier would work on any version of the DDI, Direct3D 8 requires a minimum DDI level of 6 and Direct3D 9 requires a minimum DDI level of 7.[95] However, the Direct3D 10 runtime in Windows Vista cannot run on older hardware drivers due to the significantly updated DDI, which requires a unified feature set and abandons the use of "cap bits".

Direct3D 10.1 introduces "feature levels" 10_0 and 10_1, which allow use of only the hardware features defined in the specified version of Direct3D API. Direct3D 11 adds level 11_0 and "10 Level 9" - a subset of the Direct3D 10 API designed to run on Direct3D 9 hardware, which has three feature levels (9_1, 9_2 and 9_3) grouped by common capabilities of "low", "med" and "high-end" video cards; the runtime directly uses Direct3D 9 DDI provided in all WDDM drivers. Feature level 11_1 has been introduced with Direct3D 11.1.

.NET Framework edit

In 2002, Microsoft released a version of DirectX compatible with the Microsoft .NET Framework, thus allowing programmers to take advantage of DirectX functionality from within .NET applications using compatible languages such as managed C++ or the use of the C# programming language. This API was known as "Managed DirectX" (or MDX for short), and claimed to operate at 98% of performance of the underlying native DirectX APIs. In December 2005, February 2006, April 2006, and August 2006, Microsoft released successive updates to this library, culminating in a beta version called Managed DirectX 2.0. While Managed DirectX 2.0 consolidated functionality that had previously been scattered over multiple assemblies into a single assembly, thus simplifying dependencies on it for software developers, development on this version has subsequently been discontinued, and it is no longer supported. The Managed DirectX 2.0 library expired on October 5, 2006.

During the GDC 2006, Microsoft presented the XNA Framework, a new managed version of DirectX (similar but not identical to Managed DirectX) that is intended to assist development of games by making it easier to integrate DirectX, HLSL and other tools in one package. It also supports the execution of managed code on the Xbox 360. The XNA Game Studio Express RTM was made available on December 11, 2006, as a free download for Windows XP. Unlike the DirectX runtime, Managed DirectX, XNA Framework or the Xbox 360 APIs (XInput, XACT etc.) have not shipped as part of Windows. Developers are expected to redistribute the runtime components along with their games or applications.

No Microsoft product including the latest XNA releases provides DirectX 10 support for the .NET Framework.

The other approach for DirectX in managed languages is to use third-party libraries like:

  • SlimDX, an open source library for DirectX programming on the .NET Framework
  • SharpDX,[96][97] which is an open source project delivering the full DirectX API for .NET on all Windows platforms, allowing the development of high performance game, 2D and 3D graphics rendering as well as real-time sound applications
  • DirectShow.NET for the DirectShow subset
  • Windows API CodePack for .NET Framework, which is an open source library from Microsoft.

Alternatives edit

There are alternatives to the DirectX family of APIs, with OpenGL, its successor Vulkan, Metal and Mantle having the most features comparable to Direct3D. Examples of other APIs include SDL, Allegro, OpenMAX, OpenML, OpenAL, OpenCL, FMOD, SFML etc. Many of these libraries are cross-platform or have open codebases. There are also alternative implementations that aim to provide the same API, such as the one in Wine. Furthermore, the developers of ReactOS are trying to reimplement DirectX under the name "ReactX".

See also edit

Gallery edit

Notes edit

1.^ After installing this version, it's possible to install up to Nov 2007 on 98/98SE, and up to Feb 2010 on Me

References edit

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  2. ^ "Microsoft Announces Direct3D 12 For Linux / WSL2". May 19, 2020.
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  19. ^ Craig Eisler's blog post about the frenzy to build DirectX 1 through 5 on craig.theeislers.com
  20. ^ Jay Barnson (July 13, 2006). . Archived from the original on July 17, 2006.
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External links edit

  • Microsoft's DirectX developer site
  • DirectX at Curlie

directx, redirects, here, synthesizer, yamaha, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, news, newspapers, boo. DX9 redirects here For the synthesizer see Yamaha DX9 This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources DirectX news newspapers books scholar JSTOR April 2016 Learn how and when to remove this template message Microsoft DirectX is a collection of application programming interfaces APIs for handling tasks related to multimedia especially game programming and video on Microsoft platforms Originally the names of these APIs all began with Direct such as Direct3D DirectDraw DirectMusic DirectPlay DirectSound and so forth The name DirectX was coined as a shorthand term for all of these APIs the X standing in for the particular API names and soon became the name of the collection When Microsoft later set out to develop a gaming console the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology 3 The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross platform Audio Creation Tool XACT while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite DirectXDeveloper s MicrosoftInitial releaseSeptember 30 1995 28 years ago 1995 09 30 Stable release12 Ultimate API October 5 2021 2 years ago 2021 10 05 Operating systemMicrosoft Windows Windows Phone 8 Dreamcast 1 Xbox Xbox 360 Xbox One Xbox Series X and Series S Linux Gallium Nine DirectX 12 only Exclusive to Windows Subsystem for Linux 2 TypeAPIDirect3D the 3D graphics API within DirectX is widely used in the development of video games for Microsoft Windows and the Xbox line of consoles Direct3D is also used by other software applications for visualization and graphics tasks such as CAD CAM engineering As Direct3D is the most widely publicized component of DirectX it is common to see the names DirectX and Direct3D used interchangeably The DirectX software development kit SDK consists of runtime libraries in redistributable binary form along with accompanying documentation and headers for use in coding Originally the runtimes were only installed by games or explicitly by the user Windows 95 did not launch with DirectX but DirectX was included with Windows 95 OEM Service Release 2 4 Windows 98 and Windows NT 4 0 both shipped with DirectX as has every version of Windows released since The SDK is available as a free download While the runtimes are proprietary closed source software source code is provided for most of the SDK samples Starting with the release of Windows 8 Developer Preview DirectX SDK has been integrated into Windows SDK 5 Contents 1 Development history 2 Components 3 Versions 3 1 DirectX 9 3 2 DirectX 10 3 3 DirectX 11 3 4 DirectX 12 3 5 DirectX 12 Ultimate 3 6 Version history 4 Compatibility 4 1 NET Framework 5 Alternatives 6 See also 7 Gallery 8 Notes 9 References 10 External linksDevelopment history editIn late 1994 Microsoft was ready to release Windows 95 its next operating system An important factor in the value consumers would place on it was the programs that would be able to run on it Microsoft employee Alex St John had been in discussions with various game developers asking how likely they would be to bring their MS DOS games to Windows 95 and found the responses mostly negative programmers had found that the Windows environment did not provide the necessary features which were available under MS DOS using BIOS routines or direct hardware access 6 There were also strong fears of compatibility a notable case of this was from Disney s Animated Storybook The Lion King which was based on the WinG programming interface 7 Due to numerous incompatible graphics drivers from new Compaq computers that were not tested with the WinG interface which came bundled with the game it crashed so frequently on many desktop systems that parents had flooded Disney s call in help lines 8 9 St John recognized the resistances for game development under Windows would be a limitation and recruited two additional engineers Craig Eisler and Eric Engstrom to develop a better solution to get more programmers to develop games for Windows The project was codenamed the Manhattan Project like the World War II project of the same name and the idea was to displace the Japanese developed video game consoles with personal computers running Microsoft s operating system 8 It had initially used the radiation symbol as its logo but Microsoft asked the team to change the logo 8 Management did not agree to the project as they were already writing off Windows as a gaming platform but the three committed towards this project s development 9 Their rebellious nature led Brad Silverberg the senior vice president of Microsoft s office products to name the trio the Beastie Boys 10 Most of the work by the three was done among other assigned projects starting near the end of 1994 9 Within four months and with input from several hardware manufacturers the team had developed the first set of application programming interfaces APIs which they presented at the 1995 Game Developers Conference 9 The SDK included libraries implementing DirectDraw for bit mapped graphics 11 DirectSound for audio 12 and DirectPlay for communication between players over a network 13 Furthermore an extended joystick API already present in Windows 95 was documented for the first time as DirectInput 14 while a description of how to implement the immediate start of the installation procedure of a software title after inserting its CD ROM a feature called AutoPlay was also part of the SDK 15 The Direct part of the library was so named as these routines bypassed existing core Windows 95 routines and accessed the computer hardware only via a hardware abstraction layer HAL 16 Though the team had named it the Game SDK software development kit the name DirectX came from one journalist that had mocked the naming scheme of the various libraries The team opted to continue to use that naming scheme and call the project DirectX 8 The first version of DirectX was released in September 1995 as the Windows Games SDK Its DirectDraw component was the Win32 replacement for the DCI 17 and WinG APIs for Windows 3 1 18 DirectX allowed all versions of Microsoft Windows starting with Windows 95 to incorporate high performance multimedia Eisler wrote about the frenzy to build DirectX 1 through 5 in his blog 19 To get more developers on board DirectX Microsoft approached id Software s John Carmack and offered to port Doom and Doom 2 from MS DOS to DirectX free of charge with id retaining all publishing rights to the game Carmack agreed and Microsoft s Gabe Newell led the porting project The first game was released as Doom 95 in August 1996 the first published DirectX game Microsoft promoted the game heavily with Bill Gates appearing in ads for the title 8 DirectX 2 0 became a component of Windows itself with the releases of Windows 95 OSR2 and Windows NT 4 0 in mid 1996 Since Windows 95 was itself still new and few games had been released for it Microsoft engaged in heavy promotion of DirectX to developers who were generally distrustful of Microsoft s ability to build a gaming platform in Windows Alex St John the evangelist for DirectX staged an elaborate event at the 1996 Computer Game Developers Conference which game developer Jay Barnson described as a Roman theme including real lions togas and something resembling an indoor carnival 20 It was at this event that Microsoft first introduced Direct3D and demonstrated multiplayer MechWarrior 2 being played over the Internet The DirectX team faced the challenging task of testing each DirectX release against an array of computer hardware and software A variety of different graphics cards audio cards motherboards CPUs input devices games and other multimedia applications were tested with each beta and final release The DirectX team also built and distributed tests that allowed the hardware industry to confirm that new hardware designs and driver releases would be compatible with DirectX Prior to DirectX Microsoft had added OpenGL to their Windows NT platform 21 OpenGL had been designed as a cross platform window system independent software interface to graphics hardware by Silicon Graphics Inc to bring 3D graphics programming into the mainstream of application programming Besides it could also be used for 2D graphics and imaging and was controlled by the Architectural Review Board ARB which included Microsoft 22 23 Direct3D was intended to be a Microsoft controlled alternative to OpenGL focused initially on game use As 3D gaming grew game developers were discovering that OpenGL could be used effectively for game development 24 At that point a battle began between supporters of the cross platform OpenGL and the Windows only Direct3D 25 Incidentally OpenGL was supported at Microsoft by the DirectX team If a developer chose to use the OpenGL 3D graphics API in computer games the other APIs of DirectX besides Direct3D were often combined with OpenGL because OpenGL does not include all of DirectX s functionality such as sound or joystick support In a console specific version DirectX was used as a basis for Microsoft s Xbox Xbox 360 and Xbox One console API The API was developed jointly between Microsoft and Nvidia which developed the custom graphics hardware used by the original Xbox The Xbox API was similar to DirectX version 8 1 but is non updateable like other console technologies The Xbox was code named DirectXbox but this was shortened to Xbox for its commercial name 26 In 2002 Microsoft released DirectX 9 with support for the use of much longer shader programs than before with pixel and vertex shader version 2 0 Microsoft has continued to update the DirectX suite since then introducing Shader Model 3 0 in DirectX 9 0c released in August 2004 As of April 2005 DirectShow was removed from DirectX and moved to the Microsoft Platform SDK instead DirectX has been confirmed to be present in Microsoft s Windows Phone 8 27 Real time raytracing was announced as DXR in 2018 Support for compiling HLSL to SPIR V was also added in the DirectX Shader Compiler the same year 28 Components editDirectX is composed of multiple APIs Direct3D D3D Real time 3D rendering API DXGI Enumerates adapters and monitors and manages swap chains for Direct3D 10 and later Direct2D 2D graphics API DirectWrite Text rendering API DirectCompute API for general purpose computing on graphics processing units DirectX Diagnostics DxDiag A tool for diagnosing and generating reports on components related to DirectX such as audio video and input drivers XACT3 High level audio API XAudio2 Low level audio API DirectX Raytracing DXR Real time raytracing API DirectStorage GPU oriented file I O API DirectML GPU accelerated machine learning and artificial intelligence APIMicrosoft has deprecated the following components DirectX Media Consists of DirectAnimation for 2D 3D 29 web animation DirectShow for multimedia playback and streaming media DirectX Media Objects Support for streaming objects such as encoders decoders and effects Deprecated in favor of Media Foundation Transforms MFTs 30 DirectX Transform for web interactivity and Direct3D Retained Mode for higher level 3D graphics DirectX plugins for audio signal processing DirectX Video Acceleration for accelerated video playback Deprecated in favor of Media Foundation DirectDraw 2D graphics API Deprecated in favor of Direct2D DirectInput Input API for interfacing with keyboards mice joysticks and game controllers Deprecated after version 8 in favor of XInput for Xbox 360 controllers or standard WM INPUT window message processing for keyboard and mouse input DirectPlay Network API for communication over a local area or wide area network Deprecated after version 8 in favor of Games for Windows Live and Xbox Live DirectSound Audio API Deprecated since DirectX 8 in favor of XAudio2 and XACT3 DirectSound3D DS3D 3D sounds API Deprecated since DirectX 8 in favor of XAudio2 and XACT3 DirectMusic Components for playing soundtracks authored in DirectMusic Producer Deprecated since DirectX 8 in favor of XAudio2 and XACT3 DirectX functionality is provided in the form of COM style objects and interfaces Additionally while not DirectX components themselves managed objects have been built on top of some parts of DirectX such as Managed Direct3D 31 and the XNA graphics library 32 on top of Direct3D 9 Microsoft distributes debugging tool for DirectX called PIX 33 Versions editDirectX 9 edit See also Direct3D Direct3D 9This section needs expansion You can help by adding to it October 2018 DirectX 9 was released in 2002 for Windows 98 Me 2000 and XP and currently is supported by all subsequent versions Microsoft continues to make changes in DirectX 9 0c causing support to be dropped for some of the aforementioned operating systems As of January 2007 Windows 2000 or XP is required This also introduced Shader Model 2 0 containing Pixel Shader 2 0 and Vertex Shader 2 0 Windows XP SP2 and newer include DirectX 9 0c 34 but may require a newer DirectX runtime redistributable installation for DirectX 9 0c applications compiled with the February 2005 DirectX 9 0 SDK or newer DirectX 10 edit See also Direct3D 10 nbsp Microsoft DirectX 10 logo wordmarkA major update to DirectX API DirectX 10 ships with and is only available with Windows Vista launched in late 2006 and later Previous versions of Windows such as Windows XP are not able to run DirectX 10 exclusive applications Rather programs that are run on a Windows XP system with DirectX 10 hardware simply resort to the DirectX 9 0c code path the latest available for Windows XP computers 35 Changes for DirectX 10 were extensive Many former parts of DirectX API were deprecated in the latest DirectX SDK and are preserved for compatibility only DirectInput was deprecated in favor of XInput DirectSound was deprecated in favor of the Cross platform Audio Creation Tool system XACT and additionally lost support for hardware accelerated audio since the Vista audio stack renders sound in software on the CPU The DirectPlay DPLAY DLL was also removed and was replaced with dplayx dll games that rely on this DLL must duplicate it and rename it to dplay dll In order to achieve backwards compatibility DirectX in Windows Vista contains several versions of Direct3D 36 Direct3D 9 emulates Direct3D 9 behavior as it was on Windows XP Details and advantages of Vista s Windows Display Driver Model are hidden from the application if WDDM drivers are installed This is the only API available if there are only XP graphic drivers XDDM installed after an upgrade to Vista for example Direct3D 9Ex known internally during Windows Vista development as 9 0L or 9 L allows full access to the new capabilities of WDDM if WDDM drivers are installed while maintaining compatibility for existing Direct3D applications The Windows Aero user interface relies on D3D 9Ex Direct3D 10 Designed around the new driver model in Windows Vista and featuring a number of improvements to rendering capabilities and flexibility including Shader Model 4 Direct3D 10 1 is an incremental update of Direct3D 10 0 which shipped with and required Windows Vista Service Pack 1 which was released in February 2008 37 This release mainly sets a few more image quality standards for graphics vendors while giving developers more control over image quality 38 It also adds support for cube map arrays separate blend modes per MRT coverage mask export from a pixel shader ability to run pixel shader per sample access to multi sampled depth buffers 39 and requires that the video card supports Shader Model 4 1 or higher and 32 bit floating point operations Direct3D 10 1 still fully supports Direct3D 10 hardware but in order to utilize all of the new features updated hardware is required 40 DirectX 11 edit See also Direct3D 11 nbsp Microsoft DirectX 11 logo wordmarkMicrosoft unveiled DirectX 11 at the Gamefest 08 event in Seattle The Final Platform Update launched for Windows Vista on October 27 2009 which was a week after the initial release of Windows 7 which launched with Direct3D 11 as a base standard Major scheduled features including GPGPU support DirectCompute and Direct3D 11 with tessellation support 41 42 and improved multi threading support to assist video game developers in developing games that better utilize multi core processors 43 Parts of the new API such as multi threaded resource handling can be supported on Direct3D 9 10 10 1 class hardware Hardware tessellation and Shader Model 5 0 require Direct3D 11 supporting hardware 44 Microsoft has since released the Direct3D 11 Technical Preview 45 Direct3D 11 is a strict superset of Direct3D 10 1 all hardware and API features of version 10 1 are retained and new features are added only when necessary for exposing new functionality This helps to keep backwards compatibility with previous versions of DirectX Four updates for DirectX 11 were released DirectX 11 1 is included in Windows 8 It supports WDDM 1 2 for increased performance features improved integration of Direct2D now at version 1 1 Direct3D and DirectCompute and includes DirectXMath XAudio2 and XInput libraries from the XNA framework It also features stereoscopic 3D support for gaming and video 46 DirectX 11 1 was also partially backported to Windows 7 via the Windows 7 platform update 47 48 DirectX 11 2 is included in Windows 8 1 including the RT version and Windows Server 2012 R2 49 It added some new features to Direct2D like geometry realizations 50 It also added swap chain composition which allows some elements of the scene to be rendered at lower resolutions and then composited via hardware overlay with other parts rendered at higher resolution 51 DirectX 11 X is a superset of DirectX 11 2 running on the Xbox One 52 It actually includes some features such as draw bundles that were later announced as part of DirectX 12 53 DirectX 11 3 was announced along with DirectX 12 at GDC and released in 2015 It is meant to complement DirectX 12 as a higher level alternative 54 It is included with Windows 10 49 DirectX 12 edit See also Direct3D 12 DirectX 12 was announced by Microsoft at GDC on March 20 2014 and was officially launched alongside Windows 10 on July 29 2015 The primary feature highlight for the new release of DirectX was the introduction of advanced low level programming APIs for Direct3D 12 which can reduce driver overhead Developers are now able to implement their own command lists and buffers to the GPU allowing for more efficient resource utilization through parallel computation Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve console level efficiency on phone tablet and PC 55 The release of Direct3D 12 comes alongside other initiatives for low overhead graphics APIs including AMD s Mantle for AMD graphics cards Apple s Metal for iOS and macOS and Khronos Group s cross platform Vulkan Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously multi GPU support was previously dependent on vendor implementations such as AMD CrossFireX or NVIDIA SLI 56 57 58 59 Implicit Multiadapter support will work in a similar manner to previous versions of DirectX where frames are rendered alternately across linked GPUs of similar compute power Explicit Multiadapter will provide two distinct API patterns to developers Linked GPUs will allow DirectX to view graphics cards in SLI or CrossFireX as a single GPU and use the combined resources whereas Unlinked GPUs will allow GPUs from different vendors to be utilized by DirectX such as supplementing the dedicated GPU with the integrated GPU on the CPU or combining AMD and NVIDIA cards However elaborate mixed multi GPU setups requires significantly more attentive developer support DirectX 12 is supported on all Fermi and later Nvidia GPUs on AMD s GCN based chips and on Intel s Haswell and later processors graphics units 60 At SIGGRAPH 2014 Intel released a demo showing a computer generated asteroid field in which DirectX 12 was claimed to be 50 70 more efficient than DirectX 11 in rendering speed and CPU power consumption 61 62 Ashes of the Singularity was the first publicly available game to utilize DirectX 12 Testing by Ars Technica in August 2015 revealed slight performance regressions in DirectX 12 over DirectX 11 mode for the Nvidia GeForce 980 Ti whereas the AMD Radeon R9 290x achieved consistent performance improvements of up to 70 under DirectX 12 and in some scenarios the AMD outperformed the more powerful Nvidia under DirectX 12 The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12 or even hardware limitations of the card which was optimized for DirectX 11 serial execution however the exact cause remains unclear 63 The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC 64 In March 2018 DirectX Raytracing DXR was announced capable of real time ray tracing on supported hardware 65 and the DXR API was added in the Windows 10 October 2018 update In 2019 Microsoft announced the arrival of DirectX 12 to Windows 7 but only as a plug in for certain game titles 66 DirectX 12 Ultimate edit Microsoft revealed DirectX 12 Ultimate in March 2020 DirectX 12 Ultimate will unify to a common library on both Windows 10 computers and the Xbox Series X and other ninth generation Xbox consoles Among the new features in Ultimate includes DirectX Raytracing 1 1 Variable Rate Shading which gives programmers control over the level of detail of shading depending on design choices Mesh Shaders and Sampler Feedback 67 68 Version history edit Release timelineMajor releases1995DirectX 11996DirectX 2DirectX 31997DirectX 51998DirectX 61999DirectX 72000DirectX 820012002DirectX 92003200420052006DirectX 10200720082009DirectX 11201020112012201320142015DirectX 12DirectX versions Version Release date NotesMajor Minor Number1 1 0 4 02 0095 September 30 1995 Initially released as Windows Game SDK replacing WinG for Windows 95 onward2 2 0 1996 Was shipped only with a few 3rd party applications2 0a 4 03 00 1096 June 5 1996 Windows 95 OSR2 and Windows NT 4 0 exclusive3 3 0 4 04 00 0068 September 15 1996 4 04 00 0069 1996 Later package of DirectX 3 0 included Direct3D 4 04 00 00693 0a 4 04 00 0070 December 1996 Windows NT 4 0 SP3 and above Last version supporting Windows NT 4 03 0b 4 04 00 0070 December 1996 This was a very minor update to 3 0a that fixed a cosmetic problem with the Japanese version of Windows 954 4 0 Never released DirectX 4 was never released Raymond Chen of Microsoft explained in his book The Old New Thing that after DirectX 3 was released Microsoft began developing versions 4 and 5 at the same time Version 4 was to be a shorter term release with small features whereas version 5 would be a more substantial release The lack of interest from game developers in the features stated for DirectX 4 resulted in it being shelved and the large amount of documents that already distinguished the two new versions resulted in Microsoft choosing to not re use version 4 to describe features intended for version 5 69 70 5 5 0 4 05 00 0155 RC55 August 4 1997 Available as a beta for Windows 2000 that would install on Windows NT 4 04 05 00 0155 RC66 Installer included on the Windows 95 OSR 2 5 installation media5 2 4 05 01 1600 RC00 May 5 1998 DirectX 5 2 release for Windows 954 05 01 1998 RC0 June 25 1998 Windows 98 exclusive6 6 0 4 06 00 0318 RC3 August 7 1998 71 Windows CE as implemented on Dreamcast and other devices6 1 4 06 02 0436 RC0 February 3 1999 72 6 1a 4 06 03 0518 RC0 May 5 1999 73 Windows 98 Second Edition exclusive This is last version that runs on 486 or older CPU 7 7 0 4 07 00 0700 RC1 September 22 1999 74 75 4 07 00 0700 February 17 2000 Windows 2000 exclusive7 0a December 17 1999 Released only for Windows 95 to 98 76 77 4 07 00 0716 RC0 March 8 20004 07 00 0716 RC1 20007 1 4 07 01 3000 RC1 September 14 2000 78 Windows Me exclusive Last version to have built in RGB software rendering support8 8 0 4 08 00 0400 RC10 November 10 2000 79 8 0a 4 08 00 0400 RC14 January 24 2001 80 Last version supporting Windows 95 and last version to have software rendering support in dxdiag exe8 1 4 08 01 0810 October 25 2001 Windows XP Windows XP SP1 Windows Server 2003 and Xbox exclusive4 08 01 0881 RC7 November 8 2001 This version is for the down level operating systems Windows 98 Windows Me and Windows 2000 8 1a 4 08 01 0901 RC 2002 This release includes an update to Direct3D D3d8 dll 8 1b 4 08 01 0901 RC7 June 25 2002 This update includes a fix to DirectShow on Windows 2000 Quartz dll 8 2 4 08 02 0134 RC0 2002 Same as the DirectX 8 1b but includes DirectPlay 8 29 9 0 4 09 00 0900 RC4 December 19 2002 First major version of DirectX 99 0a 4 09 00 0901 RC6 March 26 20039 0b 4 09 00 0902 RC2 August 13 20039 0c 81 4 09 00 0904 RC0 July 22 2004 First 9 0c version Periodic hybrid 32 bit 64 bit updates starting from October 2004 were released bimonthly until August 2007 and quarterly thereafter The last update was released in June 2010 82 4 09 00 0904 August 6 2004 April 21 2008 Xbox 360 Windows XP SP2 and SP3 Windows Server 2003 SP1 and Windows Server 2003 R2December 8 2006 Last version supporting Windows 98 98 SE and Me 1 February 5 2010 Final 9 0c version and last supporting Windows 2000 XP and XP SP19 29 June 7 2010 Last major version of DirectX 9 and last supporting Windows XP SP2 and SP3 83 10 10 6 00 6000 16386 November 30 2006 Windows Vista exclusive10 1 6 00 6001 18000 February 4 2008 Windows Vista SP1 Windows Server 2008Includes Direct3D 10 16 00 6002 18005 April 28 2009 Windows Vista SP2 Windows Server 2008 SP2Includes Direct3D 10 111 11 6 01 7600 16385 October 22 2009 Windows 7 Windows Server 2008 R26 00 6002 18107 October 27 2009 Windows Vista SP2 and Windows Server 2008 SP2 through the Platform Update for Windows Vista and Windows Server 2008 84 6 01 7601 17514 February 16 2011 Windows 7 SP1 Windows Server 2008 R2 SP111 1 6 02 9200 16384 August 1 2012 Windows 7 SP1 partially Windows 8 Windows RT Windows Server 201211 2 6 03 9600 16384 October 18 2013 Windows 8 1 Windows RT Windows Server 2012 R2 Xbox One12 12 10 00 10240 16384 July 29 2015 Windows 10 Xbox One10 00 15063 0000 March 20 2017 Windows 10 Depth Bounds Testing and Programmable MSAA added 85 86 10 00 17763 0000 November 20 2019 Direct3D 12 only for Windows 7 SP1 via a dedicated source code package for app developers 87 88 10 00 17763 0001 October 2 2018 Windows 10 DirectX Raytracing support added 89 10 00 18362 0116 May 19 2019 Windows 10 Variable Rate Shading VRS support added 90 10 00 19041 0928 November 10 2020 Windows 10 Xbox Series X Ultimate10 00 22000 1000 October 5 2021 Windows 11 Added native refresh rate switching 91 and improved graphics capabilities to Windows Subsystem for Linux 92 The version number as reported by Microsoft s DxDiag tool version 4 09 0000 0900 and higher use the x xx xxxx xxxx format for version numbers However the DirectX and Windows XP MSDN page claims that the registry always has been in the x xx xx xxxx format Therefore when the above table lists a version as 4 09 00 0904 Microsoft s DxDiag tool may have it as 4 09 0000 0904 93 Compatibility editVarious releases of Windows have included and supported various versions of DirectX allowing newer versions of the operating system to continue running applications designed for earlier versions of DirectX until those versions can be gradually phased out in favor of newer APIs drivers and hardware 94 APIs such as Direct3D and DirectSound need to interact with hardware and they do this through a device driver Hardware manufacturers have to write these drivers for a particular DirectX version s device driver interface or DDI and test each individual piece of hardware to make them DirectX compatible Some hardware devices have only DirectX compatible drivers in other words one must install DirectX in order to use that hardware Early versions of DirectX included an up to date library of all of the DirectX compatible drivers currently available This practice was stopped however in favor of the web based Windows Update driver update system which allowed users to download only the drivers relevant to their hardware rather than the entire library Prior to DirectX 10 DirectX runtime was designed to be backward compatible with older drivers meaning that newer versions of the APIs were designed to interoperate with older drivers written against a previous version s DDI The application programmer had to query the available hardware capabilities using a complex system of cap bits each tied to a particular hardware feature Direct3D 7 and earlier would work on any version of the DDI Direct3D 8 requires a minimum DDI level of 6 and Direct3D 9 requires a minimum DDI level of 7 95 However the Direct3D 10 runtime in Windows Vista cannot run on older hardware drivers due to the significantly updated DDI which requires a unified feature set and abandons the use of cap bits Direct3D 10 1 introduces feature levels 10 0 and 10 1 which allow use of only the hardware features defined in the specified version of Direct3D API Direct3D 11 adds level 11 0 and 10 Level 9 a subset of the Direct3D 10 API designed to run on Direct3D 9 hardware which has three feature levels 9 1 9 2 and 9 3 grouped by common capabilities of low med and high end video cards the runtime directly uses Direct3D 9 DDI provided in all WDDM drivers Feature level 11 1 has been introduced with Direct3D 11 1 NET Framework edit In 2002 Microsoft released a version of DirectX compatible with the Microsoft NET Framework thus allowing programmers to take advantage of DirectX functionality from within NET applications using compatible languages such as managed C or the use of the C programming language This API was known as Managed DirectX or MDX for short and claimed to operate at 98 of performance of the underlying native DirectX APIs In December 2005 February 2006 April 2006 and August 2006 Microsoft released successive updates to this library culminating in a beta version called Managed DirectX 2 0 While Managed DirectX 2 0 consolidated functionality that had previously been scattered over multiple assemblies into a single assembly thus simplifying dependencies on it for software developers development on this version has subsequently been discontinued and it is no longer supported The Managed DirectX 2 0 library expired on October 5 2006 During the GDC 2006 Microsoft presented the XNA Framework a new managed version of DirectX similar but not identical to Managed DirectX that is intended to assist development of games by making it easier to integrate DirectX HLSL and other tools in one package It also supports the execution of managed code on the Xbox 360 The XNA Game Studio Express RTM was made available on December 11 2006 as a free download for Windows XP Unlike the DirectX runtime Managed DirectX XNA Framework or the Xbox 360 APIs XInput XACT etc have not shipped as part of Windows Developers are expected to redistribute the runtime components along with their games or applications No Microsoft product including the latest XNA releases provides DirectX 10 support for the NET Framework The other approach for DirectX in managed languages is to use third party libraries like SlimDX an open source library for DirectX programming on the NET Framework SharpDX 96 97 which is an open source project delivering the full DirectX API for NET on all Windows platforms allowing the development of high performance game 2D and 3D graphics rendering as well as real time sound applications DirectShow NET for the DirectShow subset Windows API CodePack for NET Framework which is an open source library from Microsoft Alternatives editThere are alternatives to the DirectX family of APIs with OpenGL its successor Vulkan Metal and Mantle having the most features comparable to Direct3D Examples of other APIs include SDL Allegro OpenMAX OpenML OpenAL OpenCL FMOD SFML etc Many of these libraries are cross platform or have open codebases There are also alternative implementations that aim to provide the same API such as the one in Wine Furthermore the developers of ReactOS are trying to reimplement DirectX under the name ReactX See also editActiveX Comparison of OpenGL and Direct3D Direct3D DirectX plugin DxDiag Graphics Device Interface GDI Graphics pipeline Simple DirectMedia Layer Timeout Detection and Recovery VulkanGallery edit nbsp DirectX 1 0 8 2 logo nbsp DirectX 9 0 logo nbsp DirectX 12 Ultimate logoNotes edit1 After installing this version it s possible to install up to Nov 2007 on 98 98SE and up to Feb 2010 on MeReferences edit Dreamcast Technical Pages June 1999 Microsoft Announces Direct3D 12 For Linux WSL2 May 19 2020 Microsoft The meaning of Xbox The Economist The Economist November 24 2005 DirectX Help computerhope com Where is the DirectX SDK microsoft com Microsoft DeMaria Rusel 2019 11 The Manhattan Project GAME OF X V 2 CRC Press Windows needs to support Page flipping Vertical blank synchronization Tight sound mixing Tight synchronization of sound and video events Raw blting performance Ability to set graphic mode Kelly Christopher June 1 1995 Video for Windows and WinG Dr Dobb s Journal Retrieved August 9 2022 Lion King software for example is a WinToon app Like WinToon this example uses WinG for drawing on the DIB a b c d e Willetts Samual July 27 2020 How DirectX defined PC gaming with help from a shotgun toting Bill Gates PC Gamer Retrieved December 7 2020 a b c d Craddock David November 14 2020 Bet on Black How Microsoft and Xbox Changed Pop Culture Part 1 Chapter 8 Power of X Shacknews Retrieved December 7 2020 Haggarty James December 9 2020 Microsoft Misfit Helped Lead Company Into Game Market The Wall Street Journal Retrieved December 9 2020 Introduction DirectDraw Application Programming Interface Microsoft April 20 1995 Introduction DirectSound Application Programming Interface Microsoft April 20 1995 Introduction DirectPlay Application Programming Interface Microsoft April 20 1995 Chapter 3 Joystick API Reference DirectInput Application Programming Interface Microsoft April 20 1995 What is AutoPlay Building AutoPlay Enabled CD ROM Titles and Games Microsoft November 1 1994 Architectural Overview DirectDraw Application Programming Interface Microsoft April 20 1995 54 What is DCI stason org Raskin Robin August 1995 Pity the Poor Developer PC Magazine Retrieved August 7 2022 Craig Eisler s blog post about the frenzy to build DirectX 1 through 5 on craig theeislers com Jay Barnson July 13 2006 Tales of the Rampant Coyote Archived from the original on July 17 2006 Miller Michael J December 1994 System Software WINNER Microsoft Windows NT Workstation Version 3 5 PC Magazine Retrieved August 13 2022 Kilgard Mark December 2008 OpenGL s Design Philosophy slide SlideShare Retrieved August 14 2022 Kilgard Mark J 1996 OpenGL Programming for the X Window System Addison Wesley pp 1 6 Berkes Otto April 12 2015 DirectX Otto Berkes weblog Retrieved August 17 2022 Hecker Chris April 1997 An Open Letter to Microsoft Do the Right Thing for the 3D Game Industry PDF Game Developer Magazine Archived PDF from the original on January 26 2021 Retrieved August 29 2022 J Allard PC Pro Interview Archived 2007 10 11 at the Wayback Machine April 2004 Windows Phone 8 adds DirectX native development easier app porting June 20 2012 Retrieved June 23 2012 Add the HLSL spirv cookbook 1618 GitHub October 23 2018 3D Animation of SPACE FIGHTER by DIRECT ANIMATION permanent dead link DirectX Media Objects DirectShow Microsoft Docs June 5 2019 DMOs have been superseded by Media Foundation Transforms MFTs DirectX 9 Using the Managed Direct3D Graphics API in NET microsoft com Microsoft October 22 2019 Microsoft Xna Framework Graphics Namespace microsoft com Microsoft September 29 2011 PIX Programming Guide for the DirectX SDK msdn microsoft com Archived from the original on October 18 2010 Retrieved January 11 2022 DirectX Frequently Asked Questions microsoft com Microsoft Chuck Walbourn August 2009 Graphics APIs in Windows MSDN Retrieved October 3 2009 Albanesius Chloe August 29 2007 Microsoft Unleashes First Service Pack for Vista PC Magazine Archived from the original on March 19 2008 Retrieved August 29 2007 Microsoft Presents DirectX 10 1 Details at SIGGRAPH August 7 2007 Archived from the original on September 9 2007 Retrieved August 27 2007 Learn Network Inspire PDF AMD Archived from the original PDF on April 10 2012 Retrieved December 30 2012 DirectX 10 1 Requires No New GPU Windows Vista The Complete Guide March 5 2008 Archived from the original on October 29 2007 Retrieved March 5 2008 What s next for DirectX A DirectX 11 overview A DirectX 11 overview Elite Bastards September 1 2008 Archived from the original on September 4 2008 Retrieved September 4 2008 DirectX 11 A look at what s coming bit tech net September 17 2008 Windows 7 and D3D 11 release date Archived 2011 10 09 at the Wayback Machine MSDN Blogs msdn com Microsoft August 6 2021 Download DirectX Software Development Kit from Official Microsoft Download Center microsoft com Microsoft Windows 8 Developer Preview Guide PDF Archived from the original PDF on October 7 2011 Platform Update for Windows 7 Windows Msdn microsoft com Retrieved August 9 2014 Pooya Eimandar 2013 DirectX 11 1 Game Programming Packt Publishing Ltd p 45 ISBN 978 1 84969 481 0 a b How to install the latest version of DirectX Microsoft Support Microsoft Retrieved October 27 2017 Geometry Realizations Overview microsoft com Microsoft August 19 2020 Bennett Sorbo June 26 2013 What s New in Direct3D 11 2 Channel9 BUILD 2013 around 20 00 Microsoft officially turns down Mantle semiaccurate com October 16 2013 Chris Tector s segment of http channel9 msdn com Blogs DirectX Developer Blog DirectX Evolving Microsoft s Graphics Platform starting approx 18 minute in Smith Ryan September 18 2014 Microsoft Details Direct3D 11 3 amp 12 New Rendering Features AnandTech Retrieved November 6 2014 McMullen Max April 2 2014 Direct3D 12 API Preview Channel 9 Microsoft Moore Bo May 5 2015 DirectX 12 will be able to use your integrated GPU to improve performance PC Gamer Future US Retrieved August 22 2015 Michaud Scott May 4 2015 BUILD 2015 The Final DirectX 12 Reveal PC Perspective Archived from the original on September 5 2015 Retrieved August 22 2015 Langley Bryan July 29 2015 Windows 10 and DirectX 12 released MSDN DirectX Developer Blog Microsoft Archived from the original on August 2 2015 Retrieved August 22 2015 Yeung Andrew April 30 2015 DirectX 12 Multiadapter Lighting up dormant silicon and making it work for you MSDN DirectX Developer Blog Microsoft Archived from the original on August 20 2015 Retrieved August 22 2015 Ryan Smith AnandTech Microsoft Announces DirectX 12 Low Level Graphics Programming Comes To DirectX anandtech com Yeung Andrew August 13 2014 DirectX 12 High Performance and High Power Savings DirectX Developer Blog Microsoft Archived from the original on August 13 2014 Retrieved November 6 2014 Lauritzen Andrew August 11 2014 SIGGRAPH 2014 DirectX 12 on Intel Developer Zone Intel Walton Mark August 19 2015 DirectX 12 tested An early win for AMD and disappointment for Nvidia Ars Technica UK Retrieved August 19 2015 Xbox One chief warns gamers not to expect dramatic improvements from DirectX 12 ExtremeTech ExtremeTech Retrieved September 30 2014 Announcing Microsoft DirectX Raytracing Microsoft March 19 2018 Microsoft ports DirectX 12 to Windows 7 giving some older PC games a performance boost PCWorld March 13 2019 Retrieved April 17 2019 Announcing DirectX 12 Ultimate Microsoft March 19 2020 Retrieved March 20 2020 Kerr Chris March 20 2020 Microsoft launches DirectX 12 Ultimate to support next gen graphics Gamasutra Retrieved March 20 2020 Chen Raymond 2006 Etymology and History The Old New Thing 1st ed Pearson Education p 330 ISBN 0 321 44030 7 What happened to DirectX 4 The Old New Thing Site Home MSDN Blogs Blogs msdn com January 22 2004 Retrieved December 30 2012 Microsoft Ships Final Release of DirectX 6 0 Microsoft com August 7 1998 Archived from the original on August 26 2015 Retrieved July 19 2019 Microsoft Ships DirectX 6 1 Microsoft com February 3 1999 Archived from the original on August 26 2015 Retrieved July 19 2019 Microsoft DirectX Frequently Asked Questions ActiveWin com Archived from the original on February 10 2003 Retrieved August 30 2019 Microsoft Ships Final Release of DirectX 7 0 Microsoft com September 22 1999 Archived from the original on July 19 2019 Retrieved July 19 2019 Paul Thurrott September 21 1999 Microsoft releases DirectX 7 0 ITProToday Archived from the original on April 17 2019 Retrieved July 19 2019 Download Center DirectX Version 7 0a Microsoft com Archived from the original on April 8 2000 Retrieved July 20 2019 Maarten Goldstein December 18 1999 DirectX 7A released Shacknews Archived from the original on July 20 2019 Retrieved July 20 2019 Paul Thurrott September 14 2000 Windows Millennium Edition Windows Me Review ITProToday Archived from the original on June 13 2018 Retrieved July 21 2019 Admin November 10 2000 DirectX 8 leaks out Geek com Archived from the original on July 12 2016 Retrieved July 20 2019 DirectX 8 0a Redist Microsoft com January 24 2001 Archived from the original on March 31 2001 Retrieved July 20 2019 Download DirectX End User Runtime Web Installer from Official Microsoft Download Center microsoft com Microsoft Download DirectX End User Runtimes June 2010 from Official Microsoft Download Center microsoft com Microsoft Report No DirectX 10 For Windows XP GameDeveloper May 30 2006 Retrieved December 23 2021 Microsoft upgrades Windows Vista with DirectX 11 pcgameshardware com September 15 2009 Archived from the original on March 31 2016 Retrieved September 15 2009 What s New in Windows 10 build 15063 UWP applications October 20 2022 Announcing new DirectX 12 features November 7 2017 NuGet Gallery Microsoft Direct3D D3D12On7 1 1 0 DirectX Specs DirectX Raytracing and the Windows 10 October 2018 Update October 2 2018 Variable Rate Shading A scalpel in a world of sledgehammers March 18 2019 Dynamic refresh rate Get the best of both worlds June 28 2021 WSL Graphics Architecture X Org Developers Conference 2020 Archived from the original on October 8 2021 Retrieved October 8 2021 DirectX and Windows XP Archived from the original on January 18 2008 Which version of DirectX is on your PC support microsoft com Retrieved September 30 2020 MSN Minimum DDI requirements Microsoft Retrieved August 2 2012 SharpDX Managed DirectX Retrieved September 30 2014 sharpdx SharpDX GitHub Retrieved September 30 2014 External links editMicrosoft s DirectX developer site DirectX at Curlie The State of DirectX 10 Image Quality amp Performance Retrieved from https en wikipedia org w index php title DirectX amp oldid 1186044254 Components, wikipedia, wiki, book, books, library,

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