Sign in to follow this  
jbb

DX11 DirectX 10 or 11 for DX9 programmers

Recommended Posts

I've made quite a few "demo" style programs for directx9/c++ and know it reasonable well, and like it. But I know that DX9 is now old so perhaps I ought to move to directx10 or 11 for a slightly bigger project I want to do for myself. So I have a few questions :- 1) Is there any reason to use DX10 still, or should I skip that now and just learn and use DX11? Are vista machines likely to have DX11 installed by now? 2) From what I've seen of DX11 it looks ugly to code and harder to use than DX9, but I'm willing to admit that's probably just that I'm not so familiar with it. What are other people's opinions? 3) Are there any resources for learning DX11 for someone who knows DX9 well? Online, or books would be fine. I'm mostly just finding reference material at the moment which isn't very good for learning the basics, or tutorials which assume you are learning it with no previous knowledge. I'd like something which is aimed at someone who knows DX9 reasonable well already. 4) Or should I just stick to DX9? It does everything I think I need for my project and has the advantage that i can still targeted XP if needed. I just sort of feel it's time to move on... I know a lot of this is subjective but would welcome any opinions :)

Share this post


Link to post
Share on other sites
I'd say there's not much need for DX10 these days, but you'll find more programs and tutorials, so you might want to start there. Once you're familiar with DX10, moving to 11 shouldn't prove difficult. Start with the SDK's tutorials, which should give you an idea how to do things in DX10. Try converting a small project of yours. I think that'd be a good start.

For serious projects, if DX9 is enough for you, and you're familiar with it, I think sticking to it is safe. However, DX11 does have a lot going for it, and I'm sure it'd be fun for you to try the new stuff.

Share this post


Link to post
Share on other sites
I'd directly go for DX11. DX10 is 100% obsolete since the release of DX11 and XP machines are also decreasing rather rapidly. According to the latest Steam Hardware Survey already 60% of the gaming PCs got Win Vista or Win7 (and thus support for DX11).

Share this post


Link to post
Share on other sites
Quote:
Original post by Hazard_X
I'd directly go for DX11. DX10 is 100% obsolete since the release of DX11 and XP machines are also decreasing rather rapidly. According to the latest Steam Hardware Survey already 60% of the gaming PCs got Win Vista or Win7 (and thus support for DX11).


Most video cards active this day are nvidia 8000 and 9000 series, and don't support it.

Share this post


Link to post
Share on other sites
Quote:
Original post by Dunge
Quote:
Original post by Hazard_X
I'd directly go for DX11. DX10 is 100% obsolete since the release of DX11 and XP machines are also decreasing rather rapidly. According to the latest Steam Hardware Survey already 60% of the gaming PCs got Win Vista or Win7 (and thus support for DX11).


Most video cards active this day are nvidia 8000 and 9000 series, and don't support it.


They support it via. feature levels.

Share this post


Link to post
Share on other sites
Thanks all, I think it's time to learn DX11 then based on what people said.

Yes, I'm familer with shaders in DX9 so I suppose it's just a case of learning a new API and one or two concepts.

Share this post


Link to post
Share on other sites
If you are interested in learning DX11, the API structure is very similar to DX10, so even resources for DX10 can be helpful. There is a link in my signature to a DX10 online book that should be able to get you up and running quickly with a great many details.

Also, if you are looking for some code for DX11 to get you started, I have uploaded my entire DX11 engine to codeplex (link is also available below). There are quite a few samples in there now, so you should be able to see how to do most of the new features for DX11. And of course, if you get stuck you can always post here too [grin].

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Partner Spotlight

  • Forum Statistics

    • Total Topics
      627644
    • Total Posts
      2978366
  • Similar Content

    • By evelyn4you
      hi,
      i have read very much about the binding of a constantbuffer to a shader but something is still unclear to me.
      e.g. when performing :   vertexshader.setConstantbuffer ( buffer,  slot )
       is the buffer bound
      a.  to the VertexShaderStage
      or
      b. to the VertexShader that is currently set as the active VertexShader
      Is it possible to bind a constantBuffer to a VertexShader e.g. VS_A and keep this binding even after the active VertexShader has changed ?
      I mean i want to bind constantbuffer_A  to VS_A, an Constantbuffer_B to VS_B  and  only use updateSubresource without using setConstantBuffer command every time.

      Look at this example:
      SetVertexShader ( VS_A )
      updateSubresource(buffer_A)
      vertexshader.setConstantbuffer ( buffer_A,  slot_A )
      perform drawcall       ( buffer_A is used )

      SetVertexShader ( VS_B )
      updateSubresource(buffer_B)
      vertexshader.setConstantbuffer ( buffer_B,  slot_A )
      perform drawcall   ( buffer_B is used )
      SetVertexShader ( VS_A )
      perform drawcall   (now which buffer is used ??? )
       
      I ask this question because i have made a custom render engine an want to optimize to
      the minimum  updateSubresource, and setConstantbuffer  calls
       
       
       
       
       
    • By noodleBowl
      I got a quick question about buffers when it comes to DirectX 11. If I bind a buffer using a command like:
      IASetVertexBuffers IASetIndexBuffer VSSetConstantBuffers PSSetConstantBuffers  and then later on I update that bound buffer's data using commands like Map/Unmap or any of the other update commands.
      Do I need to rebind the buffer again in order for my update to take effect? If I dont rebind is that really bad as in I get a performance hit? My thought process behind this is that if the buffer is already bound why do I need to rebind it? I'm using that same buffer it is just different data
       
    • By Rockmover
      I am really stuck with something that should be very simple in DirectX 11. 
      1. I can draw lines using a PC (position, colored) vertices and a simple shader just fine.
      2. I can draw 3D triangles using PCN (position, colored, normal) vertices just fine (even transparency and SpecularBlinnPhong shaders).
       
      However, if I'm using my 3D shader, and I want to draw my PC lines in the same scene how can I do that?
       
      If I change my lines to PCN and pass them to the 3D shader with my triangles, then the lighting screws them all up.  I only want the lighting for the 3D triangles, but no SpecularBlinnPhong/Lighting for the lines (just PC). 
      I am sure this is because if I change the lines to PNC there is not really a correct "normal" for the lines.  
      I assume I somehow need to draw the 3D triangles using one shader, and then "switch" to another shader and draw the lines?  But I have no clue how to use two different shaders in the same scene.  And then are the lines just drawn on top of the triangles, or vice versa (maybe draw order dependent)?  
      I must be missing something really basic, so if anyone can just point me in the right direction (or link to an example showing the implementation of multiple shaders) that would be REALLY appreciated.
       
      I'm also more than happy to post my simple test code if that helps as well!
       
      THANKS SO MUCH IN ADVANCE!!!
    • By Reitano
      Hi,
      I am writing a linear allocator of per-frame constants using the DirectX 11.1 API. My plan is to replace the traditional constant allocation strategy, where most of the work is done by the driver behind my back, with a manual one inspired by the DirectX 12 and Vulkan APIs.
      In brief, the allocator maintains a list of 64K pages, each page owns a constant buffer managed as a ring buffer. Each page has a history of the N previous frames. At the beginning of a new frame, the allocator retires the frames that have been processed by the GPU and frees up the corresponding space in each page. I use DirectX 11 queries for detecting when a frame is complete and the ID3D11DeviceContext1::VS/PSSetConstantBuffers1 methods for binding constant buffers with an offset.
      The new allocator appears to be working but I am not 100% confident it is actually correct. In particular:
      1) it relies on queries which I am not too familiar with. Are they 100% reliable ?
      2) it maps/unmaps the constant buffer of each page at the beginning of a new frame and then writes the mapped memory as the frame is built. In pseudo code:
      BeginFrame:
          page.data = device.Map(page.buffer)
          device.Unmap(page.buffer)
      RenderFrame
          Alloc(size, initData)
              ...
              memcpy(page.data + page.start, initData, size)
          Alloc(size, initData)
              ...
              memcpy(page.data + page.start, initData, size)
      (Note: calling Unmap at the end of a frame prevents binding the mapped constant buffers and triggers an error in the debug layer)
      Is this valid ? 
      3) I don't fully understand how many frames I should keep in the history. My intuition says it should be equal to the maximum latency reported by IDXGIDevice1::GetMaximumFrameLatency, which is 3 on my machine. But, this value works fine in an unit test while on a more complex demo I need to manually set it to 5, otherwise the allocator starts overwriting previous frames that have not completed yet. Shouldn't the swap chain Present method block the CPU in this case ?
      4) Should I expect this approach to be more efficient than the one managed by the driver ? I don't have meaningful profile data yet.
      Is anybody familiar with the approach described above and can answer my questions and discuss the pros and cons of this technique based on his experience ? 
      For reference, I've uploaded the (WIP) allocator code at https://paste.ofcode.org/Bq98ujP6zaAuKyjv4X7HSv.  Feel free to adapt it in your engine and please let me know if you spot any mistakes
      Thanks
      Stefano Lanza
       
    • By Matt Barr
      Hey all. I've been working with compute shaders lately, and was hoping to build out some libraries to reuse code. As a prerequisite for my current project, I needed to sort a big array of data in my compute shader, so I was going to implement quicksort as a library function. My implementation was going to use an inout array to apply the changes to the referenced array.

      I spent half the day yesterday debugging in visual studio before I realized that the solution, while it worked INSIDE the function, reverted to the original state after returning from the function.

      My hack fix was just to inline the code, but this is not a great solution for the future.  Any ideas? I've considered just returning an array of ints that represents the sorted indices.
  • Popular Now