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{{Short description|Collection of multimedia related APIs on Microsoft platforms}} {{Redirect|DX9|the synthesizer|Yamaha DX9}} {{More citations needed|date=April 2016}} {{Use mdy dates|date=November 2019}} {{Infobox software | name = DirectX | logo = Microsoft-DirectX-Logo-wordmark.svg | logo_size = 250px | developer = [[Microsoft]] | released = {{Start date and age|1995|09|30}} | latest_release_version = 12 Ultimate API | latest_release_date = {{Start date and age|2021|10|5}} | operating system = [[Microsoft Windows]], [[Windows Phone 8]], [[Dreamcast]],<ref>{{cite web | url = http://www.gamesurge.com/dreamcast/technical_pages/directx.shtml | title = Dreamcast Technical Pages | date = June 1999 }}</ref> [[Xbox]], [[Xbox 360]], [[Xbox One]], [[Xbox Series X and Series S]], [[Linux]] (Gallium Nine) (DirectX 12 only, Exclusive to [[Windows Subsystem for Linux]])<ref>{{cite web | url = https://www.phoronix.com/news/Microsoft-DX12-WSL2 | title = Microsoft Announces Direct3D 12 For Linux / WSL2 | date = 19 May 2020 }}</ref> | genre = [[API]] }} '''Microsoft DirectX''' is a collection of [[application programming interface]]s (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 [[Video game console|gaming console]], the ''X'' was used as the basis of the name [[Xbox (console)|Xbox]] to indicate that the console was based on DirectX technology.<ref>{{cite news|url=https://www.economist.com/node/5214861|title=Microsoft: The meaning of Xbox - The Economist|newspaper=The Economist|date=November 24, 2005}}</ref> The ''X'' initial has been carried forward in the naming of APIs designed for the Xbox such as [[DirectInput|XInput]] and the [[Cross-platform Audio Creation Tool]] (XACT), while the DirectX pattern has been continued for Windows APIs such as [[Direct2D]] and [[DirectWrite]]. Direct3D (the 3D graphics API within DirectX) is widely used in the development of [[video game]]s 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 library|runtime libraries]] in redistributable binary form, along with accompanying documentation and [[Include directive|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.<ref>{{cite web|url=http://www.computerhope.com/directx.htm|title=DirectX Help|work=computerhope.com}}</ref> [[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.<ref name=wheresDX>{{cite web|url=https://msdn.microsoft.com/en-us/library/ee663275%28v=VS.85%29.aspx|title=Where is the DirectX SDK?|publisher=Microsoft|work=microsoft.com}}</ref> ==Development history== In late 1994, Microsoft was ready to release [[Windows 95]], its next [[operating system]]. An important factor in its value to consumers 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, since [[video game programmer|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.<ref>{{Cite book |last=DeMaria |first=Rusel |title=GAME OF X V.2 |publisher=[[CRC Press]] |year=2019 |chapter=11. The Manhattan Project |quote=Windows needs to support; ... β Page flipping β Vertical blank synchronization β Tight sound mixing β Tight synchronization of sound and video events β Raw blting performance β Ability to set graphic mode ...}}</ref> There were also strong fears of compatibility; a notable case of this was from ''[[Disney's Animated Storybook|Disney's Animated Storybook: The Lion King]]'' which was based on the [[WinG]] programming interface.<ref>{{Cite web |last=Kelly |first=Christopher |date=June 1, 1995 |title=Video for Windows and WinG |url=https://www.drdobbs.com/windows/video-for-windows-and-wing/184409696 |access-date=2022-08-09 |publisher=[[Dr. Dobb's Journal]] |quote=Lion King software, for example, is a WinToon app. ... Like WinToon, this example uses WinG for drawing on the DIB.}}</ref> 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 [[Walt Disney Computer Software|Disney]]'s call-in help lines.<ref name="pcgamer history">{{cite magazine | url = https://www.pcgamer.com/history-direct-x-windows-microsoft/ | title = How DirectX defined PC gaming... with help from a shotgun-toting Bill Gates | first = Samual | last = Willetts | date = July 27, 2020 | access-date = December 7, 2020 | magazine = [[PC Gamer]] }}</ref><ref name="shacknews xbox p1ch8">{{cite web | url = https://www.shacknews.com/article/120300/bet-on-black-how-microsoft-and-xbox-changed-pop-culture-part-1 | title = Bet on Black: How Microsoft and Xbox Changed Pop Culture, Part 1 - Chapter 8: Power of X | first = David | last = Craddock | date = November 14, 2020 | access-date = December 7, 2020 | work = [[Shacknews]] }}</ref> 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 [[Manhattan Project|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.<ref name="pcgamer history"/> It had initially used the [[radiation symbol]] as its logo but Microsoft asked the team to change the logo.<ref name="pcgamer history"/> 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.<ref name="shacknews xbox p1ch8"/> Their rebellious nature led [[Brad Silverberg]], the senior vice president of Microsoft's office products, to name the trio the "Beastie Boys".<ref name="wsj engstrom obit">{{cite web | url = https://www.wsj.com/articles/microsoft-misfit-helped-lead-company-into-game-market-11607537700?mod=hp_lead_pos12#comments_sector | title= Microsoft Misfit Helped Lead Company Into Game Market | first= James | last= Haggarty | date= December 9, 2020 | access-date = December 9, 2020 | work =[[The Wall Street Journal]] }}</ref> Most of the work by the three was done among other assigned projects starting near the end of 1994.<ref name="shacknews xbox p1ch8"/> Within four months and with input from several hardware manufacturers, the team had developed the first set of [[application programming interface]]s (APIs) which they presented at the 1995 [[Game Developers Conference]].<ref name="shacknews xbox p1ch8"/> The SDK included libraries implementing DirectDraw for bit-mapped graphics,<ref>{{Cite book |title=DirectDraw Application Programming Interface |publisher=Microsoft |date=April 20, 1995 |chapter=Introduction}}</ref> DirectSound for audio,<ref>{{Cite book |title=DirectSound Application Programming Interface |publisher=Microsoft |date=April 20, 1995 |chapter=Introduction}}</ref> and DirectPlay for communication between players over a network.<ref>{{Cite book |title=DirectPlay Application Programming Interface |publisher=Microsoft |date=April 20, 1995 |chapter=Introduction}}</ref> Furthermore, an extended joystick API already present in Windows 95 was documented for the first time as DirectInput,<ref>{{Cite book |title=DirectInput Application Programming Interface |publisher=Microsoft |date=April 20, 1995 |chapter=Chapter 3: Joystick API Reference}}</ref> 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.<ref>{{Cite book |title=Building AutoPlay-Enabled CD-ROM Titles and Games |publisher=Microsoft |date=November 1, 1994 |chapter=What is AutoPlay?}}</ref> 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|hardware abstraction layer]] (HAL).<ref>{{Cite book |title=DirectDraw Application Programming Interface |publisher=Microsoft |date=April 20, 1995 |chapter=Architectural Overview}}</ref> 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.<ref name="pcgamer history"/> The first version of DirectX was released in September 1995 as the Windows Game SDK. Its DirectDraw component was the [[Windows API|Win32]] replacement for the DCI<ref>{{cite web|url=http://stason.org/TULARC/pc/video-faq/54-What-is-DCI.html|title=54 What is DCI?|work=stason.org}}</ref> and WinG APIs for [[Windows 3.1]].<ref>{{cite magazine|first=Robin|last=Raskin|date=August 1995|title=Pity the Poor Developer|url=https://books.google.com/books?id=aS7TOePnRDAC&dq=intel+microsoft+video+for+windows+dci+wing&pg=PA30|access-date=2022-08-07|magazine=[[PC Magazine]]}}</ref> 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.<ref>[https://web.archive.org/web/20150812070348/http://craig.theeislers.com/2006/02/20/directx-then-and-now-part-1/ Craig Eisler's blog post about the frenzy to build DirectX 1 through 5] on craig.theeislers.com</ref> To get more developers on board DirectX, Microsoft approached [[id Software]]'s [[John Carmack]] and offered to port ''[[Doom (1993 video game)|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.<ref name="pcgamer history"/> DirectX 2.0 became a built-in component of Windows with the releases of [[Windows 95]] OSR2 and [[Windows NT 4.0]] in mid-1996. Since Windows 95 itself was 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 [[Game Developers Conference|Computer Game Developers Conference]] which game developer Jay Barnson described as a [[Ancient Rome|Roman]] theme, including real [[lion]]s, togas, and something resembling an indoor carnival.<ref>{{cite web |url=http://rampantgames.com/blog/2006/07/wildest-birthday-party-ever.html |archive-url=https://web.archive.org/web/20060717201712/http://www.rampantgames.com/blog/2006/07/wildest-birthday-party-ever.html |title=Tales of the Rampant Coyote |author=Jay Barnson |date=July 13, 2006 |archive-date=July 17, 2006 }}</ref> It was at this event that Microsoft first introduced [[Direct3D]], and demonstrated multiplayer ''[[MechWarrior 2|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|Windows NT]] platform.<ref>{{cite magazine|first=Michael J.|last=Miller|date=December 1994|title=System Software WINNER Microsoft Windows NT Workstation, Version 3.5|url=https://books.google.com/books?id=f3IV90zLmaEC&dq=pc+magazine+windows+nt+3.5&pg=PA120|access-date=2022-08-13|magazine =[[PC Magazine]]}}</ref> OpenGL had been designed as a cross-platform, [[Windowing system|window system]] independent software interface to graphics hardware by [[Silicon Graphics|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.<ref>{{Cite web |last=Kilgard |first=Mark |date=December 2008 |title=OpenGL's Design Philosophy (slide) |url=https://www.slideshare.net/Mark_Kilgard/sigraph-asia-2008-modern-opengl-presentation/14 |access-date=2022-08-14 |website=[[SlideShare]]}}</ref><ref>{{Cite book |last=Kilgard |first=Mark J. |title=OpenGL Programming for the X Window System |publisher=[[Addison-Wesley]] |year=1996 |pages=1β6}}</ref> 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.<ref>{{Cite web |last=Berkes |first=Otto |date=April 12, 2015 |title=DirectX |url=https://ottoberkes.wordpress.com/2015/04/12/directx |access-date=2022-08-17 |website=Otto Berkesβ weblog}}</ref> At that point a "battle" began between supporters of the cross-platform OpenGL and the Windows-only Direct3D.<ref>{{Cite web |last=Hecker |first=Chris |date=April 1997 |title=An Open Letter to Microsoft: Do the Right Thing for the 3D Game Industry |url=https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archives/GDM_AprMay_1997.pdf |archive-url=https://web.archive.org/web/20210126033255/https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archives/GDM_AprMay_1997.pdf |archive-date=2021-01-26 |url-status=live |access-date=2022-08-29 |website=[[Game Developer Magazine]]}}</ref> 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 (console)|Xbox]], [[Xbox 360]] and [[Xbox One]] [[video game console|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.<ref>J. Allard, [http://www.pcpro.co.uk/news/55995/games-interview-xbox-supremo-allard-on-the-future-of-microsofts-console-part-ii.html PC Pro Interview] {{webarchive|url=https://web.archive.org/web/20071011093027/http://www.pcpro.co.uk/news/55995/games-interview-xbox-supremo-allard-on-the-future-of-microsofts-console-part-ii.html |date=2007-10-11 }}, April 2004</ref> 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]].<ref>{{cite web | url=https://www.theverge.com/2012/6/20/3095150/microsoft-windows-phone-8-common-platform-directx | title=Windows Phone 8 adds DirectX, native development, easier app porting | date=June 20, 2012 | access-date=June 23, 2012}}</ref> Real-time [[ray tracing (graphics)|raytracing]] was announced as [[DirectX Raytracing|DXR]] in 2018. Support for compiling [[High-Level Shader Language|HLSL]] to [[Standard Portable Intermediate Representation|SPIR-V]] was also added in the DirectX Shader Compiler the same year.<ref>{{Cite web |date=October 23, 2018 |title=Add the HLSL-spirv cookbook. (#1618) |url=https://github.com/microsoft/DirectXShaderCompiler/commit/fe2d48b984aff24174704af62550afa9fb3f0259 |website=GitHub}}</ref> ==Components== DirectX 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 * [[Cross-platform Audio Creation Tool|XACT3]]: High-level audio API * [[XAudio2]]: Low-level audio API * [[DirectX Raytracing]] (DXR): Real-time [[ray tracing (graphics)|raytracing]] API * [[DirectStorage]]: GPU-oriented file I/O API * [[DirectML]]: GPU-accelerated machine learning and artificial intelligence API * [[DirectSR]]: GPU-accelerated resolution upscaling API * [[Media Foundation]] ** [[DXVA|DirectX Video Acceleration]] for accelerated video playback Microsoft has deprecated the following components: * [[DirectX Media]]: Consists of: ** DirectAnimation for 2D/3D<ref>[http://www.asahi-net.or.jp/~RB6K-IID/space.html 3D Animation of SPACE FIGHTER by DIRECT ANIMATION]{{dead link|date=December 2017 |bot=Darkmorpher |fix-attempted=yes }}</ref> 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 Transform]]s; MFTs)<ref>{{cite web |date=2019-06-05 |df=mdy |url=https://docs.microsoft.com/en-us/windows/win32/directshow/directx-media-objects |title=DirectX Media Objects |department=[[DirectShow]] |work=[[Microsoft Docs]] |quote=DMOs have been superseded by Media Foundation Transforms (MFTs).}}<!-- Specifically https://github.com/MicrosoftDocs/win32/commit/27a9dfa3ef68240fbf09f1c64dff7b2232874ef4 --></ref> ** DirectX Transform for web interactivity, and Direct3D Retained Mode for higher level 3D graphics ** DirectX plugins for [[audio signal processing]] * [[DirectDraw]]: 2D graphics API (Deprecated in favor of [[Direct2D]]) * [[DirectInput]]: Input API for interfacing with [[computer keyboard|keyboards]], [[computer mouse|mice]], [[joystick]]s, and [[game controller]]s (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 audio effect|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 [[Component Object Model|COM]]-style objects and interfaces. Additionally, while not DirectX components themselves, [[Managed code|managed objects]] have been built on top of some parts of DirectX, such as Managed Direct3D<ref>{{cite web|url=http://msdn2.microsoft.com/en-us/magazine/cc164112.aspx|title=DirectX 9: Using the Managed Direct3D Graphics API in .NET|publisher=Microsoft|work=microsoft.com|date=October 22, 2019 }}</ref> and the XNA graphics library<ref>{{cite web|url=http://msdn2.microsoft.com/en-us/library/microsoft.xna.framework.graphics.aspx|title=Microsoft.Xna.Framework.Graphics Namespace|publisher=Microsoft|work=microsoft.com|date=September 29, 2011 }}</ref> on top of Direct3D 9. Microsoft distributes debugging tool for DirectX called "PIX".<ref>{{cite web|url=https://devblogs.microsoft.com/pix|title=PIX}}</ref> ==Versions== ===DirectX 9=== {{See also|Direct3D#Direct3D 9}}Introduced by Microsoft in 2002, DirectX 9 was a significant release in the DirectX family. It brought many important features and enhancements to the graphics capabilities of Windows. At the time of its release, it supported [[Windows 98]], [[Windows Me]], [[Windows 2000]], and [[Windows XP]]. As of August 2024 it remains supported by all subsequent versions of Windows for backward compatibility. One of the key features introduced in DirectX 9 was Shader Model 2.0, which included Pixel Shader 2.0 and Vertex Shader 2.0. These allowed for more complex and realistic graphics rendering. It also brought much needed performance improvements through better [[hardware acceleration]] capabilities, and better utilization of GPU resources. It also introduced [[High-Level Shader Language|HLSL]], which provided a more accessible way for developers to produce shaders. DirectX 9.0c was an update to the original, and has been continuously changed over the years affecting its compatibility with older operating systems. As of January 2007, Windows 2000 and Windows XP became the minimum required operating systems. This means support was officially dropped for Windows 98 and Windows Me. As of August 2024, DirectX 9.0c is still regularly updated. Windows XP SP2 and newer include DirectX 9.0c,<ref>{{cite web |title=Programming Guide for the DirectX SDK |url=http://msdn.microsoft.com/en-gb/library/ee416979(VS.85).aspx |url-status=dead |archive-url=https://web.archive.org/web/20101018035741/http://msdn.microsoft.com/en-gb/library/ee416979(VS.85).aspx |archive-date=18 October 2010 |access-date=11 January 2022 |website=msdn.microsoft.com}}</ref> 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 9 had a significant impact on game development. Many games from the mid-2000s to early 2010s were developed using DirectX 9 and it became a standard target for developers. Even today, some games still use DirectX 9 as an option for older or less powerful hardware. ===DirectX 10=== {{See also|Direct3D#Direct3D 10|l1=Direct3D 10}} [[File:Microsoft-DirectX-10-Logo-wordmark.svg|thumb|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.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/ee416788.aspx#WILL_DIRECTX_10_BE_AVAILABLE_FOR_WINDOWS_XP__|title=DirectX Frequently Asked Questions|publisher=Microsoft|work=microsoft.com}}</ref> [[Features new to Windows Vista#DirectX|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 [[Windows Vista audio architecture|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:<ref>{{cite web | url=https://msdn.microsoft.com/en-us/library/ee417756.aspx | title=Graphics APIs in Windows | author=Chuck Walbourn |date=August 2009 | work=MSDN | access-date=2009-10-03}}</ref> * '''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 [[High Level Shader Language|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.<ref name=Albanesius>{{cite news|last=Albanesius|first=Chloe|title=Microsoft Unleashes First Service Pack for Vista|url=https://www.pcmag.com/article2/0,1895,2177205,00.asp|access-date=2007-08-29|newspaper=PC Magazine|date=2007-08-29|archive-date=March 19, 2008|archive-url=https://web.archive.org/web/20080319115835/http://www.pcmag.com/article2/0,1895,2177205,00.asp|url-status=dead}}</ref> This release mainly sets a few more image quality standards for graphics vendors, while giving developers more control over image quality.<ref>{{cite web|url=http://www.extremetech.com/article2/0,1558,2168429,00.asp?kc=ETRSS02129TX1K0000532|title=Microsoft Presents DirectX 10.1 Details at SIGGRAPH|date=2007-08-07|access-date=2007-08-27|archive-date=September 9, 2007|archive-url=https://web.archive.org/web/20070909164250/http://www.extremetech.com/article2/0%2C1558%2C2168429%2C00.asp?kc=ETRSS02129TX1K0000532|url-status=dead}}</ref> 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<ref>{{cite web|url=http://developer.amd.com/assets/GDC_2008_DirectX10.1.pdf |archive-url=https://web.archive.org/web/20120410174855/http://developer.amd.com/assets/GDC_2008_DirectX10.1.pdf|title=Learn Network Inspire |publisher=AMD |access-date=2012-12-30|archive-date=2012-04-10 }}</ref> 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.<ref>{{cite web|url=http://xyzzy-links.blogspot.com/2007/08/directx-101-requires-no-new-gpu.html |title=DirectX 10.1 Requires No New GPU |date=2008-03-05 |access-date=2008-03-05 |publisher=Windows Vista: The Complete Guide |archive-url=https://web.archive.org/web/20071029115642/http://xyzzy-links.blogspot.com/2007/08/directx-101-requires-no-new-gpu.html |archive-date=2007-10-29 |url-status=dead }}</ref> ===DirectX 11=== {{See also|Direct3D#Direct3D 11|l1=Direct3D 11}} [[File:Microsoft-DirectX-11-Logo-wordmark.svg|thumb|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 (computer graphics)|tessellation]] support<ref name="DX11Overview-EB">{{cite web|url=http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=611&Itemid=29|title=What's next for DirectX? A DirectX 11 overview β A DirectX 11 overview|date=September 1, 2008|publisher=Elite Bastards|access-date=2008-09-04|archive-date=September 4, 2008|archive-url=https://web.archive.org/web/20080904230118/http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=611&Itemid=29|url-status=dead}}</ref><ref name="DX11-bit-tech">{{cite web|url=http://www.bit-tech.net/bits/2008/09/17/directx-11-a-look-at-what-s-coming/1|title=DirectX 11: A look at what's coming|date=September 17, 2008|publisher=bit-tech.net}}</ref> and improved [[Thread (computer science)|multi-threading]] support to assist video game developers in developing games that better utilize [[multi-core]] processors.<ref name="Windows 7 and D3D 11 release date">{{usurped|1=[https://web.archive.org/web/20111009113752/http://unmashable.com/pc-hardware/graphics-cards/what-new-features-will-directx-11-bring/ Windows 7 and D3D 11 release date]}}</ref> 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.<ref>{{cite web|url=http://blogs.msdn.com/ptaylor/archive/2008/07/28/gamefest-2008-and-the-directx-11-announcement.aspx|title=MSDN Blogs|publisher=Microsoft|work=msdn.com|date=August 6, 2021 }}</ref> Microsoft has since released the Direct3D 11 Technical Preview.<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A&displaylang=en|title=Download DirectX Software Development Kit from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> Direct3D 11 is a strict superset of Direct3D 10.1 β 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 [[Windows Display Driver Model|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 [[stereoscopy|stereoscopic 3D]] support for gaming and video.<ref name="W8preview">{{cite web|url=http://download.microsoft.com/download/1/E/4/1E455D53-C382-4A39-BA73-55413F183333/Windows_Developer_Preview-Windows8_guide.pdf|title=Windows 8 Developer Preview Guide|url-status=dead|archive-url=https://web.archive.org/web/20111007012704/http://download.microsoft.com/download/1/E/4/1E455D53-C382-4A39-BA73-55413F183333/Windows_Developer_Preview-Windows8_guide.pdf|archive-date=2011-10-07}}</ref> DirectX 11.1 was also partially [[backport]]ed to Windows 7, via the [[Windows 7 platform update]].<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/jj863687.aspx |title=Platform Update for Windows 7 (Windows) |publisher=Msdn.microsoft.com |access-date=2014-08-09}}</ref><ref name="Eimandar2013">{{cite book|author=Pooya Eimandar|title=DirectX 11.1 Game Programming|year=2013|publisher=Packt Publishing Ltd|isbn=978-1-84969-481-0|page=45}}</ref> * DirectX 11.2 is included in [[Windows 8.1]] (including the RT version) and [[Windows Server 2012 R2#Windows Server 2012 R2|Windows Server 2012 R2]].<ref name="how-to-install">{{cite web|title=How to install the latest version of DirectX|url=https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx|website=Microsoft Support|publisher=Microsoft|access-date=27 October 2017}}</ref> It added some new features to [[Direct2D]] like geometry realizations.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/windows/desktop/dn363632(v=vs.85).aspx|title=Geometry Realizations Overview|publisher=Microsoft|work=microsoft.com|date=August 19, 2020 }}</ref> 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.<ref name="D3D11.2W8.1">{{cite web|url=http://channel9.msdn.com/Events/Build/2013/3-062|author=Bennett Sorbo|title=What's New in Direct3D 11.2|work =Channel9 - [[Build (developer conference)|BUILD]] 2013| date=June 26, 2013 |at=around 20:00}}</ref> * DirectX 11.X is a superset of DirectX 11.2 running on the [[Xbox One]].<ref>{{cite web|url=http://semiaccurate.com/2013/10/16/microsoft-rejects-mantle/|title=Microsoft officially turns down Mantle|work=semiaccurate.com|date=October 16, 2013}}</ref> It actually includes some features, such as draw bundles, that were later announced as part of DirectX 12.<ref>Chris Tector's segment of http://channel9.msdn.com/Blogs/DirectX-Developer-Blog/DirectX-Evolving-Microsoft-s-Graphics-Platform (starting approx. 18 minute in.)</ref> * 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.<ref>{{cite web |url= http://www.anandtech.com/show/8544/microsoft-details-direct3d-113-12-new-features |title= Microsoft Details Direct3D 11.3 & 12 New Rendering Features |first= Ryan |last= Smith |publisher= [[AnandTech]] |date= September 18, 2014 |access-date= November 6, 2014}}</ref> It is included with Windows 10.<ref name="how-to-install" /> ===DirectX 12=== {{See also|Direct3D#Direct3D 12|l1=Direct3D 12}} DirectX 12 was announced by Microsoft at [[Game Developers Conference|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 language|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 computing|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".<ref name="Direct3D 12 API Preview">{{cite web |last1=McMullen |first1=Max |title=Direct3D 12 API Preview |url=https://channel9.msdn.com/Events/Build/2014/3-564 |website=[[Channel 9 (Microsoft)|Channel 9]] |publisher=[[Microsoft]] |date=2 April 2014}}</ref> The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's [[Mantle (API)|Mantle]] for AMD graphics cards, Apple's [[Metal (API)|Metal]] for iOS and macOS and [[Khronos Group]]'s cross-platform [[Vulkan (API)|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 [[Scalable Link Interface|NVIDIA SLI]].<ref>{{cite magazine |url=http://www.pcgamer.com/directx-12-will-be-able-to-use-your-integrated-gpu-to-improve-performance/ |title=DirectX 12 will be able to use your integrated GPU to improve performance |last1=Moore |first1=Bo |date=May 5, 2015 |magazine=PC Gamer |publisher=Future US |access-date=August 22, 2015}}</ref><ref>{{cite web |url=http://www.pcper.com/reviews/Graphics-Cards/BUILD-2015-Final-DirectX-12-Reveal |title=BUILD 2015: The Final DirectX 12 Reveal |last1=Michaud |first1=Scott |date=May 4, 2015 |website=PC Perspective |access-date=August 22, 2015 |archive-url=https://web.archive.org/web/20150905111424/http://www.pcper.com/reviews/Graphics-Cards/BUILD-2015-Final-DirectX-12-Reveal |archive-date=September 5, 2015 |url-status=dead }}</ref><ref>{{cite web |url=http://blogs.msdn.com/b/directx/archive/2015/07/29/windows-10-and-directx-12-released.aspx |title=Windows 10 and DirectX 12 released! |last1=Langley |first1=Bryan |date=July 29, 2015 |website=MSDN DirectX Developer Blog |publisher=Microsoft |access-date=August 22, 2015 |archive-date=August 2, 2015 |archive-url=https://web.archive.org/web/20150802054522/http://blogs.msdn.com/b/directx/archive/2015/07/29/windows-10-and-directx-12-released.aspx |url-status=dead }}</ref><ref>{{cite web |url=http://blogs.msdn.com/b/directx/archive/2015/05/01/directx-12-multiadapter-lighting-up-dormant-silicon-and-making-it-work-for-you.aspx |title=DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you |last1=Yeung |first1=Andrew |date=April 30, 2015 |website=MSDN DirectX Developer Blog |publisher=Microsoft |access-date=August 22, 2015 |archive-date=August 20, 2015 |archive-url=https://web.archive.org/web/20150820072227/http://blogs.msdn.com/b/directx/archive/2015/05/01/directx-12-multiadapter-lighting-up-dormant-silicon-and-making-it-work-for-you.aspx |url-status=dead }}</ref> *''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 [[Graphics processing unit#Dedicated graphics processing unit|dedicated GPU]] with the [[Graphics processing unit#Integrated graphics|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 (microarchitecture)|Fermi]] and later Nvidia GPUs, on AMD's [[Graphics Core Next|GCN]]-based chips and on Intel's [[Haswell (microarchitecture)|Haswell]] and later processors' graphics units.<ref name="anand12">{{cite web|url=http://www.anandtech.com/show/7889/microsoft-announces-directx-12-low-level-graphics-programming-comes-to-directx/2|title=AnandTech - Microsoft Announces DirectX 12: Low Level Graphics Programming Comes To DirectX|author=Ryan Smith|work=anandtech.com}}</ref> At [[SIGGRAPH]] 2014, Intel released a demo showing a computer generated [[asteroid field]], in which DirectX 12 was claimed to be 50β70% more efficient than DirectX 11 in rendering speed and CPU power consumption.<ref>{{cite web|last1=Yeung|first1=Andrew|title=DirectX 12 β High Performance and High Power Savings|url=http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx|website=DirectX Developer Blog|publisher=[[Microsoft]]|date=13 August 2014|access-date=November 6, 2014|archive-date=August 13, 2014|archive-url=https://web.archive.org/web/20140813213912/http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx|url-status=dead}}</ref><ref>{{cite web|last1=Lauritzen|first1=Andrew|title=SIGGRAPH 2014: DirectX 12 on Intel|url=https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel|website=Developer Zone|publisher=[[Intel]]|date=11 August 2014}}</ref> ''[[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 [[GeForce 900 series|Nvidia GeForce 980 Ti]], whereas the [[AMD Radeon Rx 200 series|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.<ref name="arsuk-dx12bench">{{cite web |url=http://arstechnica.co.uk/gaming/2015/08/directx-12-tested-an-early-win-for-amd-and-disappointment-for-nvidia/ |title=DirectX 12 tested: An early win for AMD, and disappointment for Nvidia |work=Ars Technica UK |author=Walton, Mark |date=August 19, 2015 |access-date=August 19, 2015}}</ref> The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC.<ref>{{cite web|url=http://www.extremetech.com/gaming/184768-head-of-xbox-warns-gamers-not-to-expect-dramatic-improvements-from-dx12/|title=Xbox One chief warns gamers not to expect dramatic improvements from DirectX 12 - ExtremeTech|work=ExtremeTech|access-date=30 September 2014}}</ref> In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware,<ref name=msblogdxr>{{cite web|url=https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing/|title=Announcing Microsoft DirectX Raytracing!|date=March 19, 2018|publisher=Microsoft}}</ref> 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.<ref>{{Cite web|url=https://www.pcworld.com/article/3365177/microsoft-ports-directx-12-to-windows-7.html|title=Microsoft ports DirectX 12 to Windows 7, giving some older PC games a performance boost|date=2019-03-13|website=PCWorld|language=en|access-date=2019-04-17}}</ref> ===DirectX 12 Ultimate=== 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|DirectX Raytracing 1.1]], Variable Rate Shading, which gives programmers control over the level of detail of shading depending on design choices, [[Shader#Primitive and Mesh shaders|Mesh Shaders]], and Sampler Feedback.<ref>{{cite web | url = https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/ | title = Announcing DirectX 12 Ultimate | date = March 19, 2020 | access-date = March 20, 2020 | publisher = [[Microsoft]] }}</ref><ref>{{cite web | url = https://www.gamedeveloper.com/production/microsoft-launches-directx-12-ultimate-to-support-next-gen-graphics | title = Microsoft launches DirectX 12 Ultimate to support next-gen graphics | first = Chris | last= Kerr | date = March 20, 2020 | access-date = March 20, 2020 | work = [[Gamasutra]] }}</ref> === Version history === {{Timeline of release years | title = | subtitle = Major releases | 1995 = DirectX 1 | 1996a = DirectX 2 | 1996b = DirectX 3 | 1997 = DirectX 5 | 1998 = DirectX 6 | 1999 = DirectX 7 | 2000 = DirectX 8 | 2002 = DirectX 9 | 2006 = DirectX 10 | 2009 = DirectX 11 | 2015 = DirectX 12 }} {| class="wikitable" style="margin:auto; width:auto; font-size:90%; text-align:left;" |+DirectX versions ! colspan="3" |Version ! rowspan="2" |Release date ! rowspan="2" |Notes |- !Major ! Minor ! Number |- !1 | style="text-align:center;" |1.0 || 4.02.0095 || September 30, 1995 || Initially released as Windows Game SDK, replacing [[WinG]] for [[Windows 95]] onward |- ! rowspan="2" |2 | style="text-align:center;" |2.0 || || 1996 || Was shipped only with a few 3rd party applications |- |style="text-align:center;" |2.0a || 4.03.00.1096 || June 5, 1996 || Windows 95 OSR2 and [[Windows NT 4.0]] exclusive |- ! rowspan="4" |3 |rowspan="2" style="text-align:center;" | 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 |- |style="text-align:center;" |3.0a || 4.04.00.0070 || December 1996 || Windows NT 4.0 SP3 (and above)<br />Last version supporting Windows NT 4.0 |- |style="text-align:center;" |3.0b || 4.04.00.0070 || January 1997 || This was a very minor update to 3.0a that fixed a cosmetic problem with the Japanese version of Windows 95 (DSETUPJ.DLL) |- !4 |style="text-align:center;" |4.0 || colspan=2 | ''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.<ref>{{cite book | title = The Old New Thing | edition = 1st | chapter = Etymology and History | page = 330 | last = Chen | first = Raymond | year = 2006 | publisher = Pearson Education | isbn = 0-321-44030-7 }}</ref><ref>{{cite web|url=https://devblogs.microsoft.com/oldnewthing/?p=40963 |title=What happened to DirectX 4? - The Old New Thing - Site Home - MSDN Blogs |publisher=Blogs.msdn.com |date=2004-01-22 |access-date=2012-12-30}}</ref> |- ! rowspan="4" |5 |rowspan="2" style="text-align:center;" |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 |- |rowspan="2" style="text-align:center;" |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 |- ! rowspan="3" |6 |style="text-align:center;" |6.0 || 4.06.00.0318 (RC3) || August 7, 1998<ref name="mscomdx60rel">{{cite news |title=Microsoft Ships Final Release of DirectX 6.0 |url=https://news.microsoft.com/1998/08/07/microsoft-ships-final-release-of-directx-6-0/ |access-date=July 19, 2019 |work=Microsoft.com |date=August 7, 1998 |archive-url=https://web.archive.org/web/20150826232536/https://news.microsoft.com/1998/08/07/microsoft-ships-final-release-of-directx-6-0/ |archive-date=August 26, 2015 |url-status=live}}</ref> || [[Windows CE]] as implemented on [[Dreamcast]] and other devices |- |style="text-align:center;" |6.1 || 4.06.02.0436 (RC0) || February 3, 1999<ref name="shipdx61mscom">{{cite news |title=Microsoft Ships DirectX 6.1 |url=https://news.microsoft.com/1999/02/03/microsoft-ships-directx-6-1/ |access-date=July 19, 2019 |work=Microsoft.com |date=February 3, 1999 |archive-url=https://web.archive.org/web/20150826231030/https://news.microsoft.com/1999/02/03/microsoft-ships-directx-6-1/ |archive-date=August 26, 2015 |url-status=live}}</ref> || |- |style="text-align:center;" |6.1a || 4.06.03.0518 (RC0) || May 5, 1999<ref name="ActiveWin">{{cite web |title=Microsoft DirectX β Frequently Asked Questions |url=https://www.activewin.com/faq/faq_7.shtml |website=ActiveWin.com |access-date=August 30, 2019 |archive-url=https://web.archive.org/web/20030210101459/https://www.activewin.com/faq/faq_7.shtml |archive-date=February 10, 2003}}</ref> || [[Windows 98 SE|Windows 98 Second Edition]] exclusive. This is last version that runs on 486 or older CPU. |- ! rowspan="5" |7 |rowspan="2" style="text-align:center;" |7.0 || 4.07.00.0700 (RC1) || September 22, 1999<ref name="dx70releasecom">{{cite news |title=Microsoft Ships Final Release of DirectX 7.0 |url=https://news.microsoft.com/1999/09/22/microsoft-ships-final-release-of-directx-7-0/ |access-date=July 19, 2019 |work=Microsoft.com |date=September 22, 1999 |archive-url=https://web.archive.org/web/20190719195813/https://news.microsoft.com/1999/09/22/microsoft-ships-final-release-of-directx-7-0/ |archive-date=July 19, 2019 |url-status=live}}</ref><ref name="70dxrelthurrott">{{cite news |author1=Paul Thurrott |title=Microsoft releases DirectX 7.0 |url=https://www.itprotoday.com/windows-78/microsoft-releases-directx-70 |access-date=July 19, 2019 |work=ITProToday |date=September 21, 1999 |archive-url=https://web.archive.org/web/20190417092920/https://www.itprotoday.com/windows-78/microsoft-releases-directx-70 |archive-date=April 17, 2019 |url-status=live}}</ref><ref>{{Cite journal |last=Mielewczik |first=Michael |title=DirectX 7.0 β Nachbrenner fΓΌr Spiele. |journal=PC Intern |volume=12/1999 |pages=124β125}}</ref>|| |- |4.07.00.0700 || February 17, 2000 || [[Windows 2000]] exclusive |- |rowspan="2" style="text-align:center;" |7.0a |4.07.00.0716 (RC0) || November 1999 || |- |4.07.00.0716 (RC1) || December 17, 1999 || Released only for Windows 95 to 98<ref name="dx70adowncom">{{cite web |title=Download Center: DirectX / Version - 7.0a |url=https://www.microsoft.com/downloads/release.asp?ReleaseID=16819 |website=Microsoft.com |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20000408160357/http://www.microsoft.com/downloads/release.asp?ReleaseID=16819 |archive-date=April 8, 2000}}</ref><ref name="shacknews70anews">{{cite web |author1=Maarten Goldstein |title=DirectX 7A released |url=https://www.shacknews.com/article/3492/directx-7a-released |website=[[Shacknews]] |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20190720001537/https://www.shacknews.com/article/3492/directx-7a-released |archive-date=July 20, 2019 |date=December 18, 1999 |url-status=live}}</ref> |- |style="text-align:center;" |7.1 || 4.07.01.3000 (RC1) || September 14, 2000<ref name="merev71dxpt">{{cite web |author1=Paul Thurrott |title=Windows Millennium Edition (Windows Me) Review |url=https://www.itprotoday.com/windows-server/windows-millennium-edition-windows-me-review |website=ITProToday |access-date=July 21, 2019 |archive-url=https://web.archive.org/web/20180613165845/http://www.itprotoday.com/windows-server/windows-millennium-edition-windows-me-review |archive-date=June 13, 2018 |date=September 14, 2000 |url-status=live}}</ref> || [[Windows Me]] exclusive. Last version to have built-in RGB software rendering support |- ! rowspan="6" |8 |style="text-align:center;" |8.0 || 4.08.00.0400 (RC10) || November 10, 2000<ref name="geekcomdx7leak">{{cite news |author1=Admin |title=DirectX 8 leaks out |url=https://www.geek.com/games/directx-8-leaks-out-542827/ |access-date=July 20, 2019 |work=[[Geek.com]] |date=November 10, 2000 |archive-url=https://web.archive.org/web/20160712051705/https://www.geek.com/games/directx-8-leaks-out-542827/ |archive-date=July 12, 2016}}</ref> || |- |style="text-align:center;" |8.0a || 4.08.00.0400 (RC14) || January 24, 2001<ref name="dx80aredistms">{{cite web |title=DirectX 8.0a Redist |url=https://www.microsoft.com/downloads/release.asp?ReleaseID=27398 |website=Microsoft.com |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20010331092946/http://www.microsoft.com/downloads/release.asp?ReleaseID=27398 |archive-date=March 31, 2001 |date=January 24, 2001}}</ref><ref>{{Cite journal |last=Mielewczik |first=Michael |year=2001 |title=Brandaktuell β Das neue DirectX 8.0. |journal=Windows Technical |publisher=MEK3 Verlag |publication-place=MΓΌnchen |volume=2001 |issue=2 |pages=56β59}}</ref>|| Last version supporting Windows 95 and last version to have software rendering support in dxdiag.exe |- |rowspan="2" style="text-align:center;" |8.1 || 4.08.01.0810 || October 25, 2001 || [[Windows XP]], Windows XP SP1, [[Windows Server 2003]] |- |4.08.01.0881 (RC7) || November 8, 2001 || This version is for the down level operating systems (Windows 98, Windows Me and Windows 2000) |- |style="text-align:center;" |8.1b || 4.08.01.0901 (RC7) || June 25, 2002 || This release includes an update to Direct3D (D3d8.dll). Includes a fix to DirectShow on Windows 2000 (Quartz.dll) |- |style="text-align:center;" |8.2 || 4.08.02.0134 (RC0) || 2002 || Same as the DirectX 8.1b but includes DirectPlay 8.2 |- ! rowspan="8" |9 |style="text-align:center;" |9.0 || 4.09.00.0900 (RC4) || December 19, 2002 || |- |style="text-align:center;" |9.0a || 4.09.00.0901 (RC6) || March 26, 2003 || |- |style="text-align:center;" |9.0b || 4.09.00.0902 (RC2) || August 13, 2003 || |- | rowspan="5" |9.0c<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3|title=Download DirectX End-User Runtime Web Installer from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> |4.09.00.0904 (RC0) || July 22, 2004 || First 9.0c version<br>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<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d|title=Download DirectX End-User Runtimes (June 2010) from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> |- |rowspan="4" |4.09.00.0904 || August 6, 2004 / April 21, 2008* || Windows XP SP2 and SP3*, Windows Server 2003 SP1 and Windows Server 2003 R2 |- |October 10, 2006<ref>{{Cite web | author = Microsoft Corporation | date = October 10, 2006 | title = Download DirectX End-User Runtimes from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=7104 | url-status = dead | archive-url = https://web.archive.org/web/20201214033748/http://www.microsoft.com/en-us/download/details.aspx?id=7104 | archive-date = December 14, 2020 | access-date = March 1, 2025}}</ref> |Last version supporting Windows 98, 98 SE and Me<ref>{{Cite web | author = Microsoft Corporation | date = December 13, 2006 | title = Download DirectX Software Development Kit from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=10990 | url-status = dead | archive-url = https://web.archive.org/web/20160408122617/http://www.microsoft.com/en-us/download/details.aspx?id=10990 | archive-date = April 8, 2016 | access-date = March 1, 2025}}</ref><ref name="Jun2010" /> |- |February 5, 2010<ref>{{Cite web | author = Microsoft Corporation | date = February 5, 2010 | title = Download DirectX End-User Runtimes (February 2010) from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=9033 | url-status = dead | archive-url = https://web.archive.org/web/20210125023641/http://www.microsoft.com/en-us/download/details.aspx?id=9033 | archive-date = January 25, 2021 | access-date = March 1, 2025}}</ref> |Last version supporting Windows 2000,<ref name="Jun2010" /> XP and XP SP1 |- |June 7, 2010<ref name="Jun2010" /> |Final 9.0c version<br>Last version supporting Windows XP SP2 and SP3<ref>{{Cite web|url=https://www.gamedeveloper.com/pc/report-no-directx-10-for-windows-xp|title=Report: No DirectX 10 For Windows XP|website=GameDeveloper|date=May 30, 2006|access-date=2021-12-23}}</ref> |- ! rowspan="3" |10 |style="text-align:center;" |10 || 6.00.6000.16386 || November 30, 2006 || [[Windows Vista]] exclusive |- |rowspan="2" style="text-align:center;" |10.1 || 6.00.6001.18000 || February 4, 2008 || [[Windows Vista SP1]], [[Windows Server 2008]]<br />Includes Direct3D 10.1 |- |6.00.6002.18005 || April 28, 2009 || [[Windows Vista SP2]], [[Windows Server 2008 SP2]]<br />Includes Direct3D 10.1 |- ! rowspan="6" |11 |rowspan="3" style="text-align:center;" |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 [https://support.microsoft.com/en-us/topic/platform-update-supplement-for-windows-vista-and-for-windows-server-2008-5f6a1e60-0bcd-2080-06ab-85ecc8110d5f Platform Update for Windows Vista and Windows Server 2008]<ref>{{cite web|url=http://www.pcgameshardware.com/aid,695119/Microsoft-upgrades-Windows-Vista-with-DirectX-11/News/|title=Microsoft upgrades Windows Vista with DirectX 11|work=pcgameshardware.com|date=September 15, 2009|access-date=September 15, 2009|archive-date=March 31, 2016|archive-url=https://web.archive.org/web/20160331191801/http://www.pcgameshardware.com/aid,695119/Microsoft-upgrades-Windows-Vista-with-DirectX-11/News/|url-status=dead}}</ref> |- |6.01.7601.17514 || February 16, 2011 || [[Windows 7 SP1]], [[Windows Server 2008 R2#Service Pack|Windows Server 2008 R2 SP1]] |- |rowspan="2" style="text-align:center;" |11.1 || 6.02.9200.16384 || August 1, 2012 || [[Windows 8]], [[Windows RT]], [[Windows Server 2012]]<br /> |- |6.02.9200.16492 || February 11, 2013 || Windows 7 SP1 and Windows Server 2008 R2 SP1, through the [https://support.microsoft.com/en-gb/topic/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1-d97da9ca-c15c-b21f-ebb0-838f7be8d9f6 Platform Update for Windows 7 and Windows Server 2008 R2]<ref>{{cite web|url=https://support.microsoft.com/en-us/help/2670838/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1|title=Platform update for Windows 7 SP1 and Windows Server 2008 R2 SP1|date=February 27, 2013|work=Microsoft Support|publisher=Microsoft|archive-url=https://web.archive.org/web/20190507050936/https://support.microsoft.com/en-us/help/2670838/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1|archive-date=May 7, 2019|url-status=live|access-date=May 7, 2019}}</ref> |- |style="text-align:center;" |11.2 || 6.03.9600.16384 || October 18, 2013 || [[Windows 8.1]], [[Windows RT]], [[Windows Server 2012 R2]] |- ! rowspan="7" |12 | rowspan="3" style="text-align:center;" |12 ||10.00.10240.16384 || July 29, 2015 || [[Windows 10]] |- |10.00.15063.0000 || March 20, 2017 || Windows 10, Depth Bounds Testing and Programmable MSAA added<ref>{{Cite web|url=https://docs.microsoft.com/en-us/windows/uwp/whats-new/windows-10-build-15063|title = What's New in Windows 10, build 15063 - UWP applications| date=October 20, 2022 }}</ref><ref>{{Cite web|url=https://blogs.msdn.microsoft.com/directx/2017/11/07/announcing-new-directx-12-features/|title=Announcing new DirectX 12 features|date=November 7, 2017}}</ref> |- |10.00.17763.0000 || November 20, 2019 || [[Direct3D]] 12 only for Windows 7 SP1, via a dedicated source code package for app developers<ref>{{cite web| url = https://www.nuget.org/packages/Microsoft.Direct3D.D3D12On7| title = NuGet Gallery {{!}} Microsoft.Direct3D.D3D12On7 1.1.0}}</ref><ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html|title = DirectX-Specs}}</ref> |- | rowspan="2" |12.1 | 10.00.17763.0001||October 2, 2018 || Windows 10, DirectX Raytracing support added<ref>{{Cite web |date=October 2, 2018 |title=DirectX Raytracing and the Windows 10 October 2018 Update |url=https://blogs.msdn.microsoft.com/directx/2018/10/02/directx-raytracing-and-the-windows-10-october-2018-update/}}</ref> |- |10.00.18362.0116 |May 19, 2019 || Windows 10, Variable Rate Shading (VRS) support added<ref>{{Cite web |date=March 18, 2019 |title=Variable Rate Shading: A scalpel in a world of sledgehammers |url=https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/}}</ref> |- | rowspan="2" |12.2 |10.00.19041.0928 |November 10, 2020||Windows 10, Ultimate |- |10.00.22000.1000 |October 5, 2021 |[[Windows 11]], Added native refresh rate switching<ref>{{Cite web |date=June 28, 2021 |title=Dynamic refresh rate β Get the best of both worlds |url=https://devblogs.microsoft.com/directx/dynamic-refresh-rate/}}</ref> and improved graphics capabilities to [[Windows Subsystem for Linux]]<ref>{{cite web |title=WSL Graphics Architecture |url=https://xdc2020.x.org/event/9/contributions/610/ |url-status=dead |archive-url=https://web.archive.org/web/20211008215757/https://xdc2020.x.org/event/9/contributions/610/ |archive-date=October 8, 2021 |access-date=October 8, 2021 |website=X.Org Developers Conference 2020}}</ref> |} 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 [[Microsoft Developer Network|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'.<ref>{{cite web |url = http://msdn.microsoft.com/archive/en-us/directx9_c_Dec_2004/directx/directxsdk/dxandxp.asp |title = DirectX and Windows XP |archive-url=https://web.archive.org/web/20080118005316/http://msdn.microsoft.com/archive/en-us/directx9_c_Dec_2004/directx/directxsdk/dxandxp.asp |archive-date=18 January 2008 |url-status=dead}}</ref> ==Compatibility== 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.<ref>{{Cite web|url=https://support.microsoft.com/en-in/help/15061/windows-which-version-directx|access-date=2020-09-30|website=support.microsoft.com|title=Which version of DirectX is on your PC?}}</ref> 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.<ref name=MSDN>{{cite web|last=MSN|title=Minimum DDI requirements|url=https://msdn.microsoft.com/en-us/library/windows/desktop/bb219840(v=vs.85).aspx|publisher=Microsoft|access-date=2 August 2012}}</ref> 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 in Direct3D|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=== 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 Sharp (programming language)|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 [[Game Developers Conference|GDC]] 2006, Microsoft presented the [[Microsoft XNA|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 [[Microsoft XNA#XNA Game Studio|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]], [[Microsoft XNA|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,<ref>{{cite web|url=http://sharpdx.org/|title=SharpDX - Managed DirectX|access-date=30 September 2014|archive-date=January 16, 2023|archive-url=https://web.archive.org/web/20230116185138/http://sharpdx.org/|url-status=dead}}</ref><ref>{{cite web|url=https://github.com/sharpdx/SharpDX|title=sharpdx/SharpDX|work=GitHub|access-date=30 September 2014}}</ref> 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 * [http://sourceforge.net/projects/directshownet DirectShow.NET] for the DirectShow subset * [http://code.msdn.microsoft.com/WindowsAPICodePack Windows API CodePack for .NET Framework] {{Webarchive|url=https://web.archive.org/web/20110214011000/http://code.msdn.microsoft.com/WindowsAPICodePack |date=February 14, 2011 }}, which is an open source library from Microsoft. ==Alternatives== There are alternatives to the DirectX family of [[API]]s, with [[OpenGL]], its successor [[Vulkan]], [[Metal (API)|Metal]] and [[Mantle (API)|Mantle]] having the most features comparable to [[Direct3D]]. Examples of other APIs include [[Simple DirectMedia Layer|SDL]], [[Allegro (software library)|Allegro]], [[OpenMAX]], OpenML, [[OpenAL]], [[OpenCL]], [[FMOD]], [[Simple and Fast Multimedia Library|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 (software)|Wine]]. Furthermore, the developers of [[ReactOS]] are trying to reimplement DirectX under the name "ReactX". ==See also== * [[ActiveX]] * [[Direct3D]] * [[DxDiag]] * [[Graphics Device Interface]] (GDI) * [[Graphics pipeline]] * [[Simple DirectMedia Layer]] * [[Timeout Detection and Recovery]] * [[Vulkan]] ==References== {{Reflist|30em|refs= <ref name="Jun2010">{{Cite web | author = Microsoft Corporation | date = June 7, 2010 | title = Download details: DirectX End-User Runtimes (June 2010) | url = https://www.microsoft.com/en-us/download/details.aspx?id=8109 | url-status = deviated<!--date--> | archive-url = https://web.archive.org/web/20110414122302/http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3B170B25-ABAB-4BC3-AE91-50CEB6D8FA8D | archive-date = April 14, 2011 | access-date = March 1, 2025}}</ref>}} ==External links== * [https://docs.microsoft.com/windows/win32/directx Microsoft's DirectX developer site] * [https://web.archive.org/web/20100429174843/http://hothardware.com/Articles/The%2DState%2Dof%2DDirectX%2D10%2D%2DImage%2DQuality%2D%2DPerformance/ The State of DirectX 10 - Image Quality & Performance] {{Windows Components}} {{MS DevTools|close}} {{Microsoft APIs|close}} {{Microsoft video gaming}} {{Authority control}} {{DEFAULTSORT:Directx}} [[Category:DirectX| ]] [[Category:1995 software]] [[Category:Application programming interfaces]] [[Category:Microsoft application programming interfaces]] [[Category:Virtual reality]]
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