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The multithreaded rendering feature of DirectX 11 is an integral part of the API. Without it, a game with the DirectX 11 feature enabled would not provide any benefit over a DirectX 9 game in terms of quality, performance, or general usability. Remember, DirectX is an API that is based on DirectX 9. Without DirectX 11, the DirectX 9 API does not give you any of the multithreaded rendering feature, so you will still be limited to single-threaded rendering. That is, to an average gamer, the DirectX 11 feature is not that significant a change. On the other hand, if you work in a hardware-intensive application that does a lot of graphics work, this new feature enables you to optimize the rendering, processing, and other complex calculations. This means that game developers can create more game engine-based content that is easier and more efficient to render with DirectX 11. Graphics professionals can use this to accelerate performance in their tools and processes by providing a combination of multithreaded rendering and GPU acceleration.
The DirectX 11 API contains multiple components, including a math acceleration library, a vertex-and-pixel shader developer interface, a scalable vertex-and-pixel shader runtime, a graphics device interface, and others. In addition, the API includes a collection of “shaders” (for more information, refer to the DirectX Shader Compiler). DirectX shaders, or “shaders,” are custom programming units that transform the vertex and pixel information output by a graphics program into something the graphics card can understand. This means that the shaders are used to render objects in the world within a video game. For more information, refer to the following links.
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As I’m trying to implement the same example, I’m getting a compile error on the line where the Vertex Shader program is initialised, specifically this line: The type shader (UINT, ID3D11VertexShaderResourceView*, UINT, D3D11_INPUT_ELEMENT_DESC*) has no constructors. I can go to the Preprocessor, remove the extra class declaration and it compiles fine, but I’m starting to wonder if it’s just not part of the standard C++ syntax, but I’m not really sure. Is it possible that there is something wrong with the book, the DirectX SDK or just a typo in the code?
#includeBOOL APIENTRY DllMain(HMODULE /* hModule */, DWORD /* dwReason */, LPVOID /* lpReserved */ ) { if (FAILED(CoInitialize(NULL))) return FALSE; if (FAILED(CoCreateInstance(&GUID_NULL, &CLSID_CBoxApp, &IID_IClassFactory, (void**)&ppCBoxApp)) return FALSE; return TRUE; }
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I put the code in a header file so I can use it in the implementation file where the rest of the application is implemented. At this point, I don’t think I am supposed to do this.
IClassFactory *factory = (IClassFactory*)0x1; if (!CoCreateInstance(&factory, NULL, &clsidCBoxApp, &IID_IClassFactory, (void**)&pCBoxApp)) return FALSE;
DirectX 11 New Version
And here’s the code that I’m trying to use to create the header and footer.
HRESULT CreateWindow(HWND hWndParent, LPCWSTR lpszClassName, LPCWSTR lpszWindowName, LPCWSTR lpszWindowTitle, UINT nStyle, SZORD szWindowBorder, RECT rcWindow, HMENU hMenu, UINT nMenuID, HINSTANCE hInstance, LPVOID lpParam) { HRESULT hr = E_FAIL; IClassFactory* factory = (IClassFactory*)0x2; HWND hWnd = 0; if (!CoCreateInstance(&factory,
DirectX 11 New Version
I was frustrated with this so I went back to the book and found something called the COM Spy.
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DirectX 11 Description

The Direct3D API as a whole has grown increasingly complicated since its debut in DirectX 1.0. For example, the minimum required shaders for a DirectX 1.0 application are still the vertex and pixel shaders from DirectX Download Free 9. However, they are now more versatile than their predecessors. The vertex shader was given a new [[link:glsl_hello_world.html]] to replace [[link:glsl_hellos.html]]. The vertex shader is now capable of reading vertex data from a buffer that is provided by the API in the [[link:group__Core__primitives__DirectX.html]] namespace. The vertex shader is also able to write vertex data back to this buffer, or any other shader resource.
The Direct3D API is incredibly robust. However, the document that describes this API is quite long. There is so much detail in the Direct3D API that it is difficult to distill the important parts into an article of reasonable length without it being too wordy and without losing too much of the important detail. Thankfully, Microsoft has produced a series of [[link:sdk_ref.md]] articles (and paid/free supplements) that do a good job of highlighting the capabilities of the graphics API and simplifying it for the programmer. The official DirectX 10, 11, and 12 SDK documentation is comprehensive, clear, and organized. I would encourage you to take a look at it if you are interested in learning more about the Direct3D API.
The pixel stage of DirectX 11 defines types of tokens that define the data needed to specify the colors of individual pixels in a triangle mesh. The tokens are as follows:
- Vertex: Defines the vertex data that corresponds to the pixel positions.
- Index: Defines the index data that is used to define the triangle mesh.
- Input: Defines the input data that specifies the index and vertex data passed to the shader via input registers.
- Output: Defines the output data that specifies the color data passed to the shader per vertex.
- Texture: Defines the texture uniform data.
DirectX 11 Features

- DirectX 11 Introducing Graphics and Visual C++ 2012 Runtime support for the GPU.
- DirectX 11 Feature Level 9.0 is required to run DirectX 11 games on Windows 8.
- DirectX 11 Feature Level 9.1 is required to run DirectX 11 games on Windows 8 Pro and Windows RT 8.1.
- DirectX 11 Feature Level 10.0 is required to run DirectX 11 games on Windows 8.1.
- DirectX 11 Feature Level 10.1 is required to run DirectX 11 games on Windows 10.
- DirectX 11 Feature Level 11.0 is required to run DirectX 11 games on Windows 10 and Windows Server 2016.
- DirectX 11 Feature Level 12.0 is required to run DirectX 11 games on Windows Server 2019.
- DirectX 11 Feature Level 14.0 is required to run DirectX 11 games on Windows 10 and Windows Server 2019.
DirectX 11 System Requirements

- Windows 10, Windows Server 2016
- 64-bit processor with support for SSE2 and AVX (AMD and Intel)
- 2 GB or more of memory
- Direct3D 11 graphics device with WDDM and medium to high memory
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