Saturday, January 12, 2008

Compatibility

APIs such as Direct3D and DirectSound need to interact with hardware, and they do this through a device driver. Hardware manufacturers have to write these drivers for a particular DirectX version's device driver interface (or DDI), and test each individual piece of hardware to make them DirectX compatible. Some hardware devices only have DirectX compatible drivers (in other words, one must install DirectX in order to use that hardware). Early versions of DirectX included an up-to-date library of all of the DirectX compatible drivers currently available. This practice was stopped however, in favor of the web-based Windows Update driver-update system, which allowed users to download only the drivers relevant to their hardware, rather than the entire library.

Prior to DirectX 10, DirectX was designed to be backward compatible with older drivers, meaning that newer versions of the APIs were designed to interoperate with older drivers written against a previous version's DDI. For example, a game designed for and running on Direct3D 9 with a graphics adapter driver designed for Direct3D 6 would still work, albeit possibly with gracefully degraded functionality. However, as of Windows Vista, due to the significantly updated DDI for Windows Display Driver Model drivers, Direct3D 10 cannot run on older hardware drivers.

Various releases of Windows have included and supported various versions of DirectX, allowing newer versions of the operating system to continue running applications designed for earlier versions of DirectX until those versions can be gradually phased out in favor of newer APIs, drivers, and hardware.

Thursday, January 10, 2008

History

In late 1994 Microsoft was just on the verge of releasing its next operating system, Windows 95. The main factor that would determine the value consumers would place on their new operating system very much rested on what programs 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.

DOS allowed direct access to video cards, keyboards and 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 that would let programmers get what they wanted, and they needed it quickly; the operating system was only months away from being released. Eisler, St. John, and Engstrom worked together to fix this problem, with a solution that they eventually named DirectX.

The first version of DirectX released was shipped September of 1995 as the Windows Games SDK. It was the Win32 replacement for the DCI and WinG APIs for Windows 3.1. A development team at ATI brought fundamental game graphics technology to the attention of Microsoft. The development of DirectX was led by the team of Eisler (development lead), St. John, and Engstrom (program manager). Simply put, it allowed all versions of Microsoft Windows, starting with Windows 95, to incorporate high-performance multimedia. Eisler wrote about the frenzy to build DirectX 1 through 5 in his blog.

Prior to DirectX's existence, Microsoft had already included OpenGL on their Windows NT platform. At the time, OpenGL required "high-end" hardware and was limited to engineering and CAD uses. Direct3D (introduced by Eisler, Engstrom, and St. John as an alternative to SGI's OpenGL) was intended to be a lightweight partner to the back then slower OpenGL for game use. As the power of graphics cards and the computers running them grew, OpenGL became the de-facto standard and a mainstream product. At that point a "battle" began between supporters of the cross-platform OpenGL and the Windows-only Direct3D, which many argued was another example of Microsoft's embrace, extend and extinguish business tactic (see Fahrenheit or Direct3D vs. OpenGL). Nevertheless, the other APIs of DirectX are often combined with OpenGL in computer games because OpenGL does not include all of DirectX's functionality (such as sound or joystick support). However, the combination of OpenGL and SDL for this purpose is becoming increasingly popular.

In a console-specific version, DirectX was used as a basis for Microsoft's Xbox and Xbox 360 console API. The API was developed jointly between Microsoft and NVIDIA, who developed the custom graphics hardware used by the original Xbox. The Xbox API is similar to DirectX version 8.1, but is non-updateable like other console technologies. The Xbox was code named DirectXbox, but this was shortened to Xbox for its commercial name.

In 2002 Microsoft released DirectX 9 with support for the use of much longer shader programs than before with pixel and vertex shader version 2.0. Microsoft has continued to update the DirectX suite since then, introducing shader model 3.0 in DirectX 9.0c, released in August 2004.

As of April 2005, DirectShow was removed from DirectX and moved to the Microsoft Platform SDK instead. DirectX is, however, still required to build the DirectShow samples.

Wednesday, January 9, 2008

Components

DirectX functionality is provided in the form of COM-style objects and interfaces, as well as a set of managed objects.

The components comprising DirectX are

  • DirectX Graphics, comprising two APIs:
    • DirectDraw: for drawing 2D Graphics (raster graphics). Now deprecated, though still in use by a number of games.
    • Direct3D (D3D): for drawing 3D graphics.
  • DirectInput: for interfacing with input devices including keyboards, mice, joysticks, or other game controllers. Deprecated after version 8 in favor of XInput for Xbox360 controllers or standard WM INPUT window message processing for keyboard and mouse input.
  • DirectPlay: for communication over a local-area or wide-area network. Deprecated after version 8.
  • DirectSound: for the playback and recording of waveform sounds.
    • DirectSound3D (DS3D): for the playback of 3D sounds.
  • DirectMusic: for playback of soundtracks authored in DirectMusic Producer.
  • DirectX Media: comprising DirectAnimation for 2D web animation, DirectShow for multimedia playback and streaming media, DirectX Transform for web interactivity, and Direct3D Retained Mode for higher level 3D graphics. DirectShow contains DirectX plugins for audio signal processing and DirectX Video Acceleration for accelerated video playback.
  • DirectX Media Objects: support for streaming objects such as encoders, decoders, and effects.
  • DirectSetup: for the installation of DirectX components. Not a game API per se.

Tuesday, January 8, 2008

About DirectX

Microsoft DirectX is a collection of application programming interfaces 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. DirectX, then, was the generic term for all of these Direct-something APIs, and that term became the name of the collection. Over the intervening years, some of these APIs have been deprecated and replaced, so that this naming convention is no longer absolute. In fact, the X has caught on to the point that it has replaced Direct as the common part in the names of new DirectX technologies, including XAct, XInput, and so forth. Additionally, when Microsoft decided to develop game consoles based on DirectX, the X stuck, leading to the name Xbox (and later Xbox 360).

Direct3D (the 3D graphics API within DirectX) is widely used in the development of computer games for Microsoft Windows, Microsoft Xbox, and Microsoft Xbox 360. Direct3D is also used by other software applications for visualization and graphics tasks, most notably among the engineering sector for CAD/CAM, because of its ability to quickly render high-quality 3D graphics using DirectX-compatible graphics hardware. As Direct3D is the most widely recognized API in DirectX, it is common to see the name DirectX used in place of Direct3D.

The interfaces that comprise DirectX include components for use by a running application (runtime components) as well as components for use by software developers at design time (the software development kit). The runtimes were originally redistributed by computer game developers along with their games, but are now included as built-in parts of Microsoft Windows. The SDK is available as a free download. While the runtimes are proprietary, closed-source software, source code is provided for most of the SDK samples.

The latest versions of Direct3D, namely, Direct3D 10 and Direct3D 9Ex, are exclusive to Windows Vista. This is because there were extensive changes in the Windows graphics architecture, and in particular the introduction of the Windows Display Driver Model. This redesign of the graphics infrastructure for Windows Vista supports virtualizing graphics hardware to multiple applications and services such as the Desktop Window Manager, in contrast to the exclusive access afforded to DirectX applications on Windows XP. Both Direct3D 9Ex and Direct3D 10 rely on the WDDM infrastructure and WDDM drivers.

Beginning

Hello,
my name is Antonio and this will be my blog about DirectX and some implementations of it. I would make my best to explain how it works, functions and uses.