DirectX Graphics Fundamentals

This section delves into the foundational concepts of DirectX graphics programming. Understanding these principles is crucial for building efficient and visually stunning applications using DirectX.

Core Rendering Concepts

DirectX graphics rendering is centered around a few key ideas:

The Graphics Pipeline in Detail

The graphics pipeline is a series of programmable and fixed-function stages that transform raw geometric data into a rendered image. Key stages include:

Input Assembler

This stage takes vertex data from your application and organizes it into primitives (points, lines, triangles).

Vertex Shader

Performs transformations on each vertex, such as translation, rotation, and scaling. It also prepares data to be passed to the next stages.

Hull Shader & Tessellator & Domain Shader (Optional)

These stages are used for advanced tessellation, dynamically adding geometric detail to surfaces.

Geometry Shader (Optional)

Can generate new primitives or modify existing ones based on the input geometry.

Rasterizer

Converts primitives into a set of pixels (fragments) that will be drawn to the screen.

Pixel Shader (Fragment Shader)

Determines the final color of each pixel, often by sampling textures and applying lighting calculations.

Output Merger

Combines the results from the pixel shader with the existing contents of the render target, applying operations like depth testing and blending.

Vertices and Primitives

A vertex is a point in 3D space, typically defined by its position (x, y, z coordinates) and often accompanied by other attributes like color, texture coordinates (UVs), and normal vectors.

Primitives are formed by connecting vertices:

Resources

DirectX uses various resources to store and manage data for rendering:

Note: Understanding resource management is key to efficient performance. Minimize unnecessary data transfers between the CPU and GPU.

Shaders

Shaders are small programs that run on the GPU. They are the programmable heart of the graphics pipeline:

Shaders are typically written in a high-level shading language like HLSL (High-Level Shading Language) or GLSL (OpenGL Shading Language).

// Example HLSL Vertex Shader
struct VertexInput {
    float4 position : POSITION;
    float2 texCoord : TEXCOORD0;
};

struct VertexOutput {
    float4 position : SV_POSITION;
    float2 texCoord : TEXCOORD0;
};

VertexOutput main(VertexInput input) {
    VertexOutput output;
    output.position = mul(input.position, worldViewProjectionMatrix);
    output.texCoord = input.texCoord;
    return output;
}

Further Reading