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In Direct3D 11, the device adapter and hardware configuration are set with the DirectX Graphics Infrastructure (DXGI) API using the IDXGIAdapter and IDXGIDevice1 COM interfaces. Device infrastructure, frame buffers, and render target views See Introduction to a Device in Direct3D 11 for more info on devices, device contexts, and threading considerations. This method is also where you request a specific set of hardware features and retrieve information on Direct3D feature levels supported by the graphics adapter. In Direct3D 11, the device handle and device context handle are both obtained by calling D3D11CreateDevice. Note that most of our samples use an immediate context to render directly to the device, but Direct3D 11 also supports deferred device contexts, which are primarily used for multithreading. For a complete list of what a Direct3D 11 device context is used for see ID3D11DeviceContext and ID3D11DeviceContext1.
#Directx 11 update
The device context is used to access (map) video memory used by Direct3D device resources it's also used to update subresource data, for example constant buffer data. For example, a Direct3D 11 rendering chain uses a device context to set up the rendering chain and draw the scene (see below). device context is used to set pipeline state and generate rendering commands. For a complete list of what a Direct3D 11 device interface is used for see ID3D11Device and ID3D11Device1.Ī Direct3D 11. It's used to create resources in video memory, for example: uploading textures to the GPU, creating views on texture resources and swap chains, and creating texture samplers. Devices and device contextĪ Direct3D 11 device represents a virtualized graphics adapter.
#Directx 11 windows
In your Direct3D 11 Universal Windows Platform (UWP) game, you call a static function called D3D11CreateDevice to create the device and the device context. In Direct3D 9 you had to create an interface to the Direct3D API before you could start using it. Resources stored on the Direct3D device have a novel mechanism for data polymorphism called a resource view. The layout of the graphics API has changed since Direct3D 9 the concept of a device context has been expanded, and an API has been added specifically for graphics infrastructure. It still allows you to perform graphics drawing operations on a variety of hardware implementations. This topic explains the high-level differences between DirectX 9 and DirectX 11.ĭirect3D 11 is fundamentally the same type of API as Direct3D 9 - a low-level, virtualized interface into graphics hardware. Important changes from Direct3D 9 to Direct3D 11.
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