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Running DirectX 11 code on Directx 10 gpu


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#1 noatom   Members   -  Reputation: 785

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Posted 31 May 2013 - 12:06 PM

Is there any way of doing that? Aside from writing all the code using direct x 10?



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#2 unbird   Crossbones+   -  Reputation: 6011

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Posted 31 May 2013 - 12:24 PM

Create your device with D3D_FEATURE_LEVEL_10_0 (or D3D_FEATURE_LEVEL_10_1 if available) and make sure you compile your shaders with shader model 4 (e.g. vs_4_0).



#3 Ravyne   GDNet+   -  Reputation: 8154

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Posted 31 May 2013 - 02:12 PM

Right. You can use the latest Direct3D API (11.1) to target hardware all the way down to Direct3D 9, but you still have to take account of the capabilities and features of the down-level hardware -- shader model, texture size, MSAA capabilities, etc.

 

The idea is to make supporting more hardware easier by using a single API -- previously in the times of D3D 9, if you wanted to support Direct3D 8 hardware, you had to provide  rendering paths for both D3D8 and D3D9 whose APIs were quite different. You still have to provide different paths to support, say, D3D11 and D3D10 or D3D9, but more of the code is shared and the API is consistent between all feature levels.

 

 

If what you mean is that you need to play with some feature-level 11 features, but you only have D3D10 GPU hardware, then you either need to upgrade your hardware, or use an emulated device (WARP or REF), which will be slow and slower, respectively.






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