[This documentation is preliminary and is subject to change.]
This porting exercise shows how to bring a simple rendering framework from Direct3D 9 to Direct3D 11.1 and the Windows Store. This walkthrough includes the following steps:
In this section
| Topic | Description |
|---|---|
|
How to get handles to the Direct3D device and the device context, and how to use DXGI to set up a swap chain. | |
|
How to port geometry buffers, compile and load HLSL shader programs, and implement the rendering chain in Direct3D 11.1. | |
|
How to build an IFrameworkView to control a full-screen CoreWindow and run the game loop. |
This topic walks two code paths that perform the same basic graphics task: display a rotating vertex-shaded cube. In both cases, the code covers the following process:
- Creating a Direct3D device and a swap chain.
- Creating a vertex buffer, and an index buffer, to represent a colorful cube mesh.
- Creating a vertex shader that transforms vertices to screen space, a pixel shader that blends color values, compiling the shaders, and loading the shaders as Direct3D resources.
- Implementing the rendering chain and presenting the drawn cube to the screen.
- Creating a window, starting a main loop, and taking care of window message processing.
Upon completing this walkthrough, you should be familiar with the following basic differences between Direct3D 9 and Direct3D 11.1:
- The separation of device, device context, and graphics infrastructure.
- The process of compiling shaders, and loading shader bytecode at runtime.
- How to configure per-vertex data for the Input Assembler (IA) stage.
- How to use an IFrameworkView to create a CoreWindow view.
Prerequisites
You should Prepare your dev environment for Windows Store DirectX game development. You don't need a template yet, but you'll need Visual Studio 2012 to load the code samples for this walkthrough
Download the Simple Direct3D 9 to DirectX 11.1 Windows Store porting sample. This sample includes the Direct3D 9 and Windows Store code paths shown in this walkthrough.
Visit Porting concepts and considerations to gain a better understanding of the DirectX 11.1 and Windows Store programming concepts shown in this walkthrough.
Related topics
- Direct3D
- Developing for different Direct3D feature levels
- Writing HLSL Shaders in Direct3D 9
- Create a new DirectX 11.1 project for Windows Store
- Windows Store
- Microsoft::WRL::ComPtr
- Handle to Object Operator (^)
Build date: 3/22/2013