DirectX in the context of DirectWrite


DirectX in the context of DirectWrite

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⭐ Core Definition: DirectX

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs (the X standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

Direct3D (the 3D graphics API within DirectX) is widely used in the development of video games for Microsoft Windows and the Xbox line of consoles. Direct3D is also used by other software applications for visualization and graphics tasks such as CAD/CAM engineering. As Direct3D is the most widely publicized component of DirectX, it is common to see the names "DirectX" and "Direct3D" used interchangeably.

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DirectX in the context of Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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DirectX in the context of BrookGPU

In computing, the Brook programming language and its implementation BrookGPU were early and influential attempts to enable general-purpose computing on graphics processing units (GPGPU). Brook, developed at Stanford University graphics group, was a compiler and runtime system for a stream programming language designed to leverage the parallelism of GPUs such as those from ATI or Nvidia.

BrookGPU compiled programs written using the Brook stream programming language, which is a variant of ANSI C. It could target OpenGL v1.3+, DirectX v9+ or AMD's Close to Metal for the computational backend and ran on both Microsoft Windows and Linux. For debugging, BrookGPU could also simulate a virtual graphics card on the CPU.

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DirectX in the context of Xbox (console)

The Xbox is a home video game console manufactured by Microsoft. It is the first installment in the Xbox series of video game consoles. It was released on November 15, 2001, in North America, followed by Australia, Europe and Japan in 2002. As a sixth-generation console, it competed with Sony's PlayStation 2, Sega's Dreamcast and Nintendo's GameCube. It was also the first major console produced by an American company since the release of the Atari Jaguar in 1993.

The console was announced in March 2000. With the release of the PlayStation 2, which featured the ability to playback CD-ROMs and DVDs in addition to playing games, Microsoft became concerned that game consoles would threaten the personal computer as an entertainment device for living rooms. Whereas most previous games consoles used specially designed hardware, the Xbox was built around standard PC components. It uses variations of Microsoft Windows and DirectX as its operating system to support games and media playback, and is powered by a Intel Pentium III CPU and an Nvidia GeForce 3-based GPU. The Xbox was the first console to feature a built-in hard disk. The console was designed to support broadband connectivity to the Internet via an integrated Ethernet port and Xbox Live, a fee-based online gaming service that launched in 2002. The popularity of the system's blockbuster titles such as Bungie's Halo 2 (2004) contributed to the popularity of first-person shooters and online console gaming.

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DirectX in the context of DirectDraw

DirectDraw (ddraw.dll) is an API that used to be a part of Microsoft's DirectX API. DirectDraw is used to accelerate rendering of 2D graphics in applications. DirectDraw also allows applications to run fullscreen or embedded in a window such as most other MS Windows applications. DirectDraw uses hardware acceleration if it is available on the client's computer. DirectDraw allows direct access to video memory, hardware overlays, hardware blitters, and page flipping. Its video memory manager can manipulate video memory with ease, taking full advantage of the blitting and color decompression capabilities of different types of display adapters.

Because DirectDraw is a 2D API, it contains commands for 2D rendering and although it does not support 3D hardware acceleration, versions through to 7.0 of DirectDraw are tightly coupled to their respective version of Direct3D. In order to utilize 3D acceleration in Direct3D 7.0 and below, DirectDraw must be used in order to create an IDirect3D interface with the help of IDirectDraw7->QueryInterface, from which comes an IDirect3DDevice, and from there the remainder of the Direct3D API can be accessed and utilized. DirectDraw provides Textures (through Surfaces), Clippers, Palettes and Pixel Formats to Direct3D as well as the final presentation pass to display rendered images to the screen.

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DirectX in the context of Windows Advanced Rasterization Platform

Windows Advanced Rasterization Platform (WARP) is a software rasterizer and a component of the DirectX graphics runtime in Windows 7 and later. It is available for Windows Vista and Windows Server 2008 through the Platform Update for Windows Vista.

WARP can be used when no compatible hardware is available, in kernel mode applications or in a headless environment, or for remote rendering of Direct2D/DirectWrite for Remote Desktop Connection clients.

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