Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Direct3D
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Direct3D 10.1=== '''Direct3D 10.1'''<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb694530(v=vs.85).aspx|title=Direct3D 10.1 Features|publisher=MSDN|access-date=30 September 2014}}</ref> was announced by Microsoft shortly after the release of Direct3D 10 as a minor update. The specification was finalized with the release of November 2007 DirectX SDK and the runtime was shipped with the [[Windows Vista]] [[Windows Vista Service Pack 1|SP1]], which is available since mid-March 2008. Direct3D 10.1 sets a few more image quality standards for graphics vendors, and gives developers more control over image quality.<ref>{{cite web|url=http://www.extremetech.com/extreme/57370-microsoft-presents-directx-101-details-at-siggraph |title=Microsoft Presents DirectX 10.1 Details at SIGGRAPH|date=2007-08-07|publisher=ExtremeTech}}</ref><ref name=D3D10_1_features>{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb694530 |title=Direct3D 10.1 Features |date=January 6, 2021 |publisher=MSDN}}</ref> Features include finer control over anti-aliasing (both multisampling and supersampling with per sample shading and application control over sample position) and more flexibilities to some of the existing features (cubemap arrays and independent blending modes). Direct3D 10.1 level hardware must support the following features: Multisampling has been enhanced to generalize coverage based transparency and make multisampling work more effectively with multi-pass rendering, better culling behavior β Zero-area faces are automatically culled; this affects wireframe rendering only, independent blend modes per render target, new sample-frequency pixel shader execution with primitive rasterization, increased pipeline stage bandwidth, both color and depth/stencil MSAA surfaces can now be used with CopyResource as either a source or destination, MultisampleEnable only affects line rasterization (points and triangles are unaffected), and is used to choose a line drawing algorithm. This means that some multisample rasterization from Direct3D 10 are no longer supported, Texture Sampling β sample_c and sample_c_lz instructions are defined to work with both Texture2DArrays and TextureCubeArrays use the Location member (the alpha component) to specify an array index, support for TextureCubeArrays. * Mandatory 32-bit [[floating point]] filtering. * Floating Point Rules β Uses the same IEEE-754 rules for floating-point EXCEPT 32-bit floating point operations have been tightened to produce a result within 0.5 unit-last-place (0.5 ULP) of the infinitely precise result. This applies to addition, subtraction, and multiplication. (accuracy to 0.5 ULP for multiply, 1.0 ULP for reciprocal). * Formats β The precision of float16 blending has increased to 0.5 ULP. Blending is also required for UNORM16/SNORM16/SNORM8 formats. * Format Conversion while copying between certain 32/64/128 bit prestructured, typed resources and compressed representations of the same bit widths. * Mandatory support for 4x MSAA for all render targets except R32G32B32A32 and R32G32B32.<ref name="msdn.microsoft.com">{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476499(v=vs.85).aspx|title=ID3D11Device::CheckMultisampleQualityLevels method|publisher=MSDN|access-date=30 September 2014}}</ref> * [[High Level Shader Language|Shader model]] 4.1 Unlike Direct3D 10 which strictly required Direct3D 10-class hardware and driver interfaces, Direct3D 10.1 runtime can run on Direct3D 10.0 hardware using a concept of "[[#Feature levels|feature levels]]",<ref name=D3DFeatureLevels_chuckw/><ref name="D3D10featurelevel">{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb694529 |title=D3D10_FEATURE_LEVEL1 enumeration |access-date=2009-11-22 |publisher=MSDN}}</ref><ref name="ReferenceC">{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx|title=Direct3D feature levels|publisher=MSDN|access-date=30 September 2014}}</ref> but new features are supported exclusively by new hardware which expose feature level 10_1. The only available Direct3D 10.1 hardware as of June 2008 were the [[Radeon R600|Radeon HD 3000 series]] and [[Radeon R700|Radeon HD 4000 series]] from [[ATI (brand)|ATI]]; in 2009, they were joined by [[S3 Chrome#Chrome 400|Chrome 430/440GT]] GPUs from [[S3 Graphics]] and select lower-end models in [[GeForce 200 series]] from [[Nvidia]]. In 2011, [[Intel]] chipsets started supporting Direct3D 10.1 with the introduction of [[Intel HD Graphics]] 2000 (GMA HD).
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Direct3D
(section)
Add topic