11/13/2022 0 Comments Directdraw vs direct3d![]() ![]() You can read more about DXGI in here, and feature levels in here. Regarding DirectDraw, that's a completely different, and even older (DirectX 7 era) API. Supporting feature level 11_0 and above is what manufacturers usually mean with "Direct3D11 support". Remember that "feature level" is different from the Direct3D version: if the caps viewer says that your card supports up to shader model 4.0, then it probably means that it is unlikely to support feature levels above 10_0, but you can certainly create a Direct3D11 device based on feature level 9_1 if you want. The most basic feature level (9_1) is (mostly) equivalent to Direct3D9 support, so any program written with Direct3D11 that targets feature level 9_1 will most likely work on a Direct3D9 capable card, even if it came out before Direct3D11 came out. Direct3D11 is not based on "caps" like 9 and before, but on feature levels. Regarding DXGI support, if your card supports Direct3D9, then it supports DXGI, and therefore Direct3D11. You cannot use Shader model 4.0 from a Direct3D 9 program, even if the card supports it. You see that PixelShaderVersion is 3 in the Direct3D9 device, because that's the last version supported by Direct3D 9. Regarding the caps viewer, "DXGI" makes reference to what your card is available to do when running a DXGI-based program (Direct3D 10 and above), while "Direct3D9" makes reference to what your card is available to do when running a program based on Direct3D 9. ![]() In fact, Direct3D9 is AFAIK backwards compatible a long way back) ![]() Direct3D10, 10.1 and 11 are different services that interact with DXGI.Įven though they share the same name, Direct3D 9 and below are completely different APIs to DXGI, and that's why you can have both working side to side on Vista and above (you couldn't have Direct3D8 and 9 installed on the same computer. but probably not on a modern system, since the display happens on different thread than the main emulation. SW will use more cpu and possibly slow down emulation when it stretches a window very large. With Direct3D 10, part of the API -mostly all the low level stuff like talking to the hardware- was sent to a different API called DXGI. Re: DirectDraw HW & SW - any difference other than the upscaling method yes. All versions of Direct3D up to 9 were pretty much all-in APIs. DirectDraw is the only client of the DirectDraw hardware abstraction layer (HAL). The DirectDraw component is implemented in hardware and software. There was a huge change in the architecture of DirectX when Vista came out. The DirectDraw component is important, as many of its features are used either directly or indirectly by the Direct3D component of DirectX. ![]()
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