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(API's) written by Microsoft. History of DirectX In late 1994, Microsoft was ready to release Windows 95, its next operating system. An important factor in the value consumers would place on it was the programs that would be able to run on it. Three Microsoft employees – Craig Eisler, Alex St. John, and Eric Engstrom – were concerned because programmers tended to see Microsoft's previous operating system, MS-DOS, as a better platform for game programming, meaning few games would be developed for Windows 95 and the operating system would not be as much of a success. Component of DirectX Why DirectX 11.1 Matter ? Tessellation DirectX provides a key set of tools and commands DirectX control many other lower-level functions DOS allowed direct access to video cards, keyboards, mice, sound devices, and all other parts of the system, while Windows 95, with its protected memory model, restricted access to all of these, working on a much more standardized model. Microsoft needed a way to quickly let programmers get a solution; the operating system was only months away from being released. Eisler (development lead), St. John, and Engstrom (program manager) worked together to fix this problem, with a solution that they eventually named DirectX. 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. DirectDraw DirectInput Direct2D DXGI
DirectX Graphics Infrastructure Direct3D DirectPlay DirectCompute DirectWrite for drawing 2D Graphics for drawing 3D graphics for enumerating adapters and monitors and managing swap chains for Direct3D 10 and up for 2D Graphics for Fonts for Graphics Processing Unit Computing for interfacing with input devices for communication over a local-area or wide-area network for the playback and recording of waveform sounds DirectSound DirectSound3D for the playback of 3D sounds. DirectMusic for playback of soundtracks authored in DirectMusic Producer comprising DirectAnimation for 2D/3D web animation, DirectShow for multimedia playback and streaming media, DirectX Transform for web interactivity, and Direct3D Retained Mode for higher level 3D graphics DirectX Diagnostics for diagnosing and generating reports on components related to DirectX, such as audio, video, and input drivers. DirectX Media Objects for streaming objects such as encoders, decoders, and effects. DirectSetup for the installation of DirectX components, and the detection of the current DirectX version. the process of creating a two-dimensional plane using the repetition of a geometric shape with no overlaps and no gaps It enables games developers to create smoother, less blocky and more organic looking objects in games. As most anticipated feature, it promises to create natural objects without sacrificing gaming performance. Without Tessellation With Tessellation DirectX Media Multi-Threading In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by an operating system scheduler A thread is a light-weight process. The implementation of threads and processes differs from one operating system to another, but in most cases, a thread is contained inside a process Multiple threads can exist within the same process and share resources such as memory, while different processes do not share these resources. On a single processor, multi-threading generally occurs by time-division multiplexing (as in multitasking) the processor switches between different threads This context switching generally happens frequently enough that the user perceives the threads or tasks as running at the same time On a multiprocessor (including multi-core system), the threads or tasks will actually run at the same time, with each processor or core running a particular thread or task. This advantage of a multithreaded program allows it to operate faster on computer systems that have multiple CPUs DirectX provides access to the capabilities of your display and audio cards DirectX enables the program to easily determine the hardware capabilities of your computer DirectX contains a set of APIs that provide access to the advanced features of high-performance hardware, such as 3-D graphics acceleration chips and sound cards. Compute Shader Compute shader is a programmable shader stage that expands Microsoft Direct3D 11 beyond graphics programming Compute shader provides high-speed general purpose computing and takes advantage of the large numbers of parallel processors on the graphics processing unit (GPU) Compute shader provides memory sharing and thread synchronization features to allow more effective parallel programming methods Compute shader can run on many threads in parallel The demo shows a real-time simulated ocean under twilight lighting condition. To obtain good looking wave crests, a rather large height field has to be employed. With Microsoft's newly introduced DirectX Compute Shader we can efficiently perform FFT on GPU, thus greatly improve the performance and image quality