Introduction
In this section, Ralf Kornmann provides an introduction to Direct3D 10 and provides a discussion of the new features that are at your disposal. In addition to an extensive description of Direct3D 10, a discussion of the differences between Direct3D 9 and 10 is provided.
- Introduction
- What You Need
- Using the DirectX SDK
- Quick Start For Direct3D 9 Developer
- What's Lost
- What's Different
- What's New
- The Direct3D 10 Pipeline
- Input Assembler
- Vertex Shader
- Geometry Shader
- Stream Out
- Rasterizer
- Pixel Shader
- Output Merger
- Different Ways Through The Pipeline
- Resources
- Data Formats
- Resource Usage
- Resource Binding
- Buffer
- Texture 1D
- Texture 2D
- Texture 3D
- Resource Limitations
- Sub-Resources
- Update Resources
- Copy Between Resources
- Map Resources
- Views
- State Objects
- Input Layout
- Rasterizer
- Depth Stencil State
- Blend State
- Sampler State
- Shaders
- Common Shader Core
- HLSL
- HLSL Variable Types
- HLSL Functions
- HLSL Classes
- HLSL Flow Control Attributes
- Geometry Shader
- Pixel Shader
- Compile Shader
- Create Shader
- Reflect Shader
- The Direct3D 10 Device
- Drawing Commands
- Counter, Query
- Predications
- Checks
- Layers
- DXGI
- Factories, Adapters, and Displays
- Devices
- Swap Chains
- Resources
- The Effect Framework
- FX Files
- Compile Effects
- Create Effects
- Techniques
- Passes
- Variables
- Constant and Texture Buffers
- Annotation
- State Blocks
- What's Left