Unterschiede DX9/ DX10



  • Auch auf die Gefahr hin, dass eshier schonmal gefragt wurde:

    Was sind die wesentlichen Unterschiede?

    Ich habe im www bislang ein Paar sehr wenig aufschlussreiche Videos gefunden. Aber da kann man sich viel hineindenken.

    Vor allen Dingen steht da nichts über eventuelle Unterschiede in den Programmierkonzepten.

    Ein Paar Antworten oder Links wären sehr Nett, danke!



  • siehe DX 10 SDK "Direct3D 9 to Direct3D 10 Considerations"

    The following page provides a basic outline of key differences between Direct3D 9 and Direct3D 10. This documentation is preliminary and incomplete; it serves as a prelude to a comprehensive Direct3D 9 to Direct3D 10 porting and cross-platform development guide which will be provided in a future release of the DirectX SDK. The outline below provides some initial insight to assist developers with Direct3D 9 experience to explore and relate to Direct3D 10.

    Overview of the Major Structural Changes in Direct3D 10
    Engine Abstractions / Separation
    Tricks for Quickly Resolving Application Build Issues
    Driving the Direct3D 10 API
    Porting Textures
    Porting Shaders
    Additional Direct3D 10 Differences to Watch For
    Overview of the Major Structural Changes in Direct3D 10
    Removal of Fixed Function
    Device Object Creation Time Validation
    The process of rendering using the Direct3D 10 device is structurally similar to Direct3D 9.

    Set a vertex stream source
    Set input layout in Direct3D 10 (Set vertex stream declaration in Direct3D 9)
    Declare primitive topology
    Set textures
    Set state objects
    Set shaders
    Draw
    The Draw call ties the operations together; the ordering of calls prior to the Draw call is arbitrary. The major differences in the Direct3D 10 API design are as follows:

    Removal of Fixed Function
    Removal of CAPS bits - Direct3D 10's base feature set is guaranteed
    Stricter management of: resource access, device state, shader constants, shader linkage (inputs and outputs to shaders) between stages
    API entry point names changes reflect the virtualization of GPU memory (Map() instead of Lock()).
    A debug layer can be added to the device at creation time
    The primitive topology is now an explicit state (separated from the Draw call)
    Explicit shader constants are now stored in constant buffers
    Shader authoring is done entirely in HLSL. The HLSL compiler now resides in the primary Direct3D 10 DLL.
    New programmable stage - the geometry shader
    Removal of BeginScene()/EndScene()
    Common 2D, focus and adapter-management functionality refactored into a new component: DXGI


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