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 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>
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