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===Direct3D 11.0=== {{Redirect|DX11|the digital synthesizer|Yamaha DX11}} '''Direct3D 11.0''' features include: Support for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types,<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476335(v=vs.85).aspx#Read_Write|title=New Resource Types|publisher=MSDN|access-date=30 September 2014}}</ref> subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-mip precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias,<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/cc308048(v=vs.85).aspx|title=Depth Bias|publisher=MSDN|access-date=30 September 2014}}</ref><ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/hh404489(v=vs.85).aspx|title=D3D11_RASTERIZER_DESC1 structure|publisher=MSDN|access-date=30 September 2014}}</ref> addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading. * Shader Model 5<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff471356(v=vs.85).aspx|title=Shader Model 5|publisher=MSDN|access-date=30 September 2014}}</ref> * Support for '''[[Tessellation (computer graphics)|Tessellation]]'''<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476340(v=vs.85).aspx|title=Tessellation Overview|date=September 16, 2020 |publisher=Microsoft}}</ref> and Tessellation Shaders<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476340(v=vs.85).aspx|title=Tessellation Overview|publisher=MSDN|access-date=30 September 2014}}</ref> to increase at runtime the number of visible polygons from a low detail polygonal model * '''[[Thread (computer science)|Multithreaded]] rendering''' β to render to the same Direct3D device object from different threads for multi core CPUs * '''[[GPGPU|Compute shaders]]''' β which exposes the shader pipeline for non-graphical tasks such as [[stream processing]] and physics acceleration, similar in spirit to what [[OpenCL]], Nvidia [[CUDA]], [[ATI Stream]], and [[High Level Shader Language|HLSL]] [[Shader]] Model 5 achieve among others.<ref name="gamefest2008"/><ref name="nvision08"/> * Mandatory support for 4x MSAA for all render targets and 8x MSAA for all render target formats except R32G32B32A32 formats.<ref name="msdn.microsoft.com"/> Other notable features are the addition of two new texture compression algorithms for more efficient packing of high quality and HDR/alpha textures and an increased [[texture cache]]. First seen in the [[Release Candidate]] version, [[Windows 7]] integrates the first released Direct3D 11 support. The [[Windows Vista#Platform Update|Platform Update]] for [[Windows Vista]] includes full-featured Direct3D 11 runtime and DXGI 1.1 update, as well as other related components from Windows 7 like [[Windows Advanced Rasterization Platform|WARP]], [[Direct2D]], [[DirectWrite]], and [[Windows Imaging Component|WIC]].<ref>{{cite web|url=http://support.microsoft.com/kb/971644 |title=Description of the Platform Update for Windows Server 2008 and the Platform Update for Windows Vista |publisher=Support.microsoft.com |date=2012-10-02 |access-date=2013-06-15}}</ref><ref>{{cite web |url=http://blogs.msdn.com/directx/archive/2009/09/10/windows-7-transition-pack-for-windows-vista.aspx |title=The Platform Update for Windows Vista β DirectX Developer Blog β Site Home β MSDN Blogs |publisher=Blogs.msdn.com |date=2009-09-10 |access-date=2013-06-15 |url-status=dead |archive-url=https://web.archive.org/web/20140408062133/http://blogs.msdn.com/b/directx/archive/2009/09/10/windows-7-transition-pack-for-windows-vista.aspx |archive-date=2014-04-08 }}</ref>
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