DirectX Programming Guide

Microsoft Developer Network

DirectX Programming Guide: Core Concepts

Welcome to the core concepts of DirectX programming. This guide will walk you through the fundamental building blocks and principles necessary to harness the power of DirectX for creating breathtaking graphics and immersive experiences on Windows and Xbox.

The Rendering Pipeline

The rendering pipeline is the sequence of operations that transform 3D scene data into a 2D image displayed on your screen. Understanding its stages is crucial for effective graphics programming:

  • Input Assembler (IA): Fetches vertex data from the CPU and organizes it into primitives (points, lines, triangles).
  • Vertex Shader (VS): Processes each vertex individually, performing transformations like translation, rotation, and scaling.
  • Hull Shader (HS) & Domain Shader (DS): (Optional) Used for tessellation, allowing the dynamic subdivision of primitives to add geometric detail.
  • Geometry Shader (GS): (Optional) Processes entire primitives, allowing for the creation of new primitives or modification of existing ones.
  • Rasterizer (RS): Clips primitives outside the view frustum and determines which pixels on the screen are covered by each primitive.
  • Pixel Shader (PS): Calculates the color of each pixel, incorporating lighting, texturing, and other visual effects.
  • Output Merger (OM): Combines the output of the pixel shader with the existing frame buffer, handling depth testing, blending, and stencil operations.

Key Direct3D Objects

Direct3D provides a rich set of objects to manage and control the rendering process:

  • Direct3D Device (ID3D11Device / ID3D12Device): The primary interface for interacting with the graphics hardware. It's used to create all other Direct3D objects.
  • Device Context (ID3D11DeviceContext / ID3D12CommandQueue): Used to issue rendering commands to the GPU.
  • Swap Chain (IDXGISwapChain / IDXGISwapChain3): Manages the presentation of rendered frames to the display. It typically holds one or more back buffers.
  • Render Target View (RTV): A view into a resource (like a texture) that can be written to by the pipeline (e.g., the back buffer).
  • Depth-Stencil View (DSV): A view into a depth-stencil buffer, used for depth testing and stencil operations.
  • Shader Resource View (SRV): A view into a resource that can be read by the pipeline (e.g., textures for sampling).
  • Unordered Access View (UAV): A view that allows for arbitrary read and write access to a resource, enabling compute shaders.

Shaders: The Heart of Modern Graphics

Shaders are small programs that run directly on the GPU, allowing for highly parallelizable computations. DirectX uses High-Level Shading Language (HLSL) to write these programs:

HLSL: A C-like language used to write vertex, pixel, and compute shaders. It provides a higher level of abstraction compared to assembly languages, making graphics programming more accessible.

Common shader types include:

  • Vertex Shaders: Manipulate vertex data.
  • Pixel Shaders (Fragment Shaders): Determine the final color of pixels.
  • Compute Shaders: General-purpose computation on the GPU.

Here's a simplified example of a vertex shader:


struct VS_INPUT {
    float4 Pos : POSITION;
};

struct VS_OUTPUT {
    float4 Pos : SV_POSITION;
};

VS_OUTPUT main(VS_INPUT input) {
    VS_OUTPUT output;
    output.Pos = input.Pos; // No transformation for simplicity
    return output;
}
                

Managing Resources

Graphics applications heavily rely on data stored in various resources, primarily textures and buffers:

  • Textures: 2D or 3D arrays of color values used for surface details, images, and more.
  • Vertex Buffers: Store vertex attributes like position, color, and texture coordinates.
  • Index Buffers: Store indices that reference vertices in a vertex buffer, allowing for efficient rendering of shared vertices.
  • Constant Buffers: Small, frequently updated buffers used to pass constant data (like transformation matrices or lighting parameters) to shaders.

Resources are created on the GPU and managed through the ID3D11Device or ID3D12Device object.

Input and Output

DirectX provides mechanisms for efficient data transfer between the CPU and GPU, and for controlling what data is processed by the pipeline:

  • Input Layout: Defines the structure and data types of the vertex data supplied to the Input Assembler.
  • Samplers: Control how texture data is sampled (e.g., filtering modes, wrap modes).
  • Blend State: Governs how the output of the pixel shader is combined with the existing pixel data in the render target, crucial for transparency effects.
  • Depth-Stencil State: Manages depth testing (ensuring objects closer to the camera obscure objects farther away) and stencil buffer operations.

Advanced Topics

As you progress, you'll explore more advanced concepts:

This section typically covers topics such as tessellation, geometry shaders, compute shaders, deferred rendering, ambient occlusion, and advanced lighting techniques.

Exploring these will unlock even more sophisticated visual effects and performance optimizations.