Migrating to Direct3D 11

This section provides info for migrating to Direct3D 11 from an earlier version of Direct3D.

Direct3D 9 to Direct3D 11

The Direct3D 11 API builds on the infrastructural improvements made in Direct3D 10 and 10.1. Porting from Direct3D 9 to Direct3D 11 is similar to moving from Direct3D 9 to Direct3D 10. The following are the key challenges in this effort.

  • Removal of all fixed function pipeline usage in favor of programmable shaders authored exclusively in HLSL (compiled via D3DCompiler instead of D3DX9).
  • State management based on immutable objects rather than individual state toggles.
  • Updating to comply with strict linkage requirements of vertex buffer input layouts and shader signatures.
  • Associating shader resource views with all texture resources.
  • Mapping all image content to a DXGI_FORMAT, including the removal of all 16-bit color formats (5/5/5/1, 5/6/5, 4/4/4/4), removal of all 24-bit color formats (8/8/8), and strict RGB color ordering.
  • Breaking up global constant state usage into several small, more efficiently updated constant buffers.

For more information about moving from Direct3D 9 to Direct3D 10, see Direct3D 9 to Direct3D 10 Considerations.

Direct3D 10 to Direct3D 11

Converting programs written to use the Direct3D 10 or 10.1 API is a straight-forward process as Direct3D 11 is an extension of the existing API. With only one minor exception (noted below - monochrome text filtering), all methods and functionality in Direct3D 10/10.1 is available in Direct3D 11. The outline below describes the differences between the two APIs to aid in updating existing code. The key differences here include:

  • Rendering operations (Draw, state, etc.) are no longer part of the Device interface, but are instead part of the new DeviceContext interface along with resource Map/Unmap and device query methods.
  • Direct3D 11 includes all enhancements and changes made between Direct3D 10.0 and 10.1

Enumerations and Defines

Direct3D 10Direct3D 11
DXGI_FORMAT DXGI_FORMAT

Several new DXGI formats were defined.

D3D10_CREATE_DEVICE_SWITCH_TO_REF D3D11_CREATE_DEVICE_SWITCH_TO_REF

The switch-to-ref functionality is not supported by Direct3D 11.

D3D10_DRIVER_TYPE D3D_DRIVER_TYPE

Note that the enumeration identifiers in D3D_DRIVER_TYPE were redefined from the identifiers in D3D10_DRIVER_TYPE. Therefore, you should be sure to use the enumeration identifiers instead of literal numbers.

D3D_DRIVER_TYPE is defined in D3Dcommon.h.

D3D10_RESOURCE_MISC_FLAG D3D11_RESOURCE_MISC_FLAG

Note that many of these flags were redefined, so be sure to use enumeration identifiers instead of literal numbers.

D3D10_FILTER D3D11_FILTER

Note that text filtering D3D10_FILTER_TEXT_1BIT was removed from Direct3D 11. See DirectWrite.

D3D11_COUNTER D3D11_COUNTER

Note that the vendor-neutral counters were removed for Direct3D 11 as they were rarely supported.

D3D10_xD3D11_x

Many enumerations and defines are the same, have larger limits, or have additional values.

 

Structures

Direct3D 10Direct3D 11
D3D10_SO_DECLARATION_ENTRY D3D11_SO_DECLARATION_ENTRY

Adds Stream.

D3D10_BLEND_DESC D3D11_BLEND_DESC

Note this structure changed significantly from 10 to 10.1 to provide per render target blend state

D3D10_BUFFER_DESC D3D11_BUFFER_DESC

Adds a StructureByteStride for use with Compute Shader resources

D3D10_SHADER_RESOURCE_VIEW_DESC D3D11_SHADER_RESOURCE_VIEW_DESC

Note this structure had additional union members added for 10.1

D3D10_DEPTH_STENCIL_VIEW_DESC D3D11_DEPTH_STENCIL_VIEW_DESC

Has a new Flags member.

D3D10_QUERY_DATA_PIPELINE_STATISTICS D3D11_QUERY_DATA_PIPELINE_STATISTICS

Adds several new shader stage counters.

D3D10_x D3D11_x

Many structures are identical between the two APIs.

 

Interfaces

Direct3D 10Direct3D 11
ID3D10Device

ID3D11Device and ID3D11DeviceContext

The device interface was split into these two parts. For quick porting you can make use of ID3D11Device::GetImmediateContext.

"ID3D10Device::GetTextFilterSize" and "SetTextFilerSize" methods no longer exist. See DirectWrite.

Create*Shader takes an additional optional parameter for ID3D11ClassLinkage.

*SetShader and *GetShader take additional optional parameters for ID3D11ClassInstance(s).

CreateGeometryShaderWithStreamOutput takes an array and count for multiple output stream strides.

The limit for the NumEntries parameter of CreateGeometryShaderWithStreamOutput has increased to D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT in Direct3D 11.

ID3D10Buffer ID3D11Buffer
ID3D10SwitchToRef ID3D11SwitchToRef

Switch-to-ref functionality is not supported in Direct3D 11.

ID3D10Texture1D ID3D11Texture1D
ID3D10Texture2D ID3D11Texture2D
ID3D10Texture3D ID3D11Texture3D

The Map and Unmap methods were moved to ID3D11DeviceContext, and all Map methods use D3D11_MAPPED_SUBRESOURCE instead of a void**.

ID3D10Asynchronous ID3D11Asynchronous

Begin, End, and GetData were moved to ID3D11DeviceContext.

ID3D10x ID3D11x

Many interfaces are identical between the two APIs.

 

Other Related Technologies

10/10.1 Solution11 Solution
HLSL Complier (D3D10Compile*, D3DX10Compile*) and shader reflection APIsD3DCompiler (see D3DCompiler.h)

Note  For Windows Store apps, the D3DCompiler APIs are supported only for development, not deployment.

Effects 10Effects 11 is available as shared source online.

Note  This solution is not suited to Windows Store apps because it requires the D3DCompiler APIs at runtime (deployment).

D3DX9/D3DX10 Math DirectXMath
D3DX10D3DX11 in the legacy DirectX SDK

DirectXTex and DirectXTK offer alternatives to many technologies in the legacy D3DX10 and D3DX11 libraries.

Direct2D and DirectWrite offer high-quality support for rendering styled lines and fonts.

 

For info about the legacy DirectX SDK, see Where is the DirectX SDK?.

Direct3D 10.1 to Direct3D 11

Direct3D 10.1 is an extension of the Direct3D 10 interface, and all features of Direct3D 10.1 are available in Direct3D 11. Most of the porting from 10.1 to 11 is already addressed above moving from 10 to 11.

Enumerations and Defines

Direct3D 10.1Direct3D 11
D3D10_FEATURE_LEVEL1 D3D_FEATURE_LEVEL

Identical but defined in D3DCommon.h plus the addition of D3D_FEATURE_LEVEL_11_0 for 11 class hardware along with D3D_FEATURE_LEVEL_9_1, D3D_FEATURE_LEVEL_9_2, and D3D_FEATURE_LEVEL_9_3 for 10level9

(D3D10_FEATURE_LEVEL_9_1, D3D10_FEATURE_LEVEL_9_2, and D3D10_FEATURE_LEVEL_9_3 were also added for 10.1 to d3d10_1.h)

 

Structures

Direct3D 10.1Direct3D 11
D3D10_BLEND_DESC1 D3D11_BLEND_DESC

The 11 version is identical to 10.1.

D3D10_SHADER_RESOURCE_VIEW_DESC1 D3D11_SHADER_RESOURCE_VIEW_DESC

The 11 version is identical to 10.1.

 

Interfaces

Direct3D 10.1Direct3D 11
ID3D10Device1

ID3D11Device and ID3D11DeviceContext

The device interface was split into these two parts. For quick porting you can make use of ID3D11Device::GetImmediateContext.

" ID3D10Device::GetTextFilterSize" and "SetTextFilerSize" methods no longer exist. See DirectWrite.

Create*Shader takes an additional optional parameter for ID3D11ClassLinkage.

*SetShader and *GetShader take additional optional parameters for ID3D11ClassInstance(s).

CreateGeometryShaderWithStreamOutput takes an array and count for multiple output stream strides.

The limit for the NumEntries parameter of CreateGeometryShaderWithStreamOutput has increased to D3D11_SO_STREAM_COUNT * D3D11_SO_OUTPUT_COMPONENT_COUNT in Direct3D 11.

ID3D10BlendState1 ID3D11BlendState
ID3D10ShaderResourceView1 ID3D11ShaderResourceView

 

New Features for Direct3D 11

Once your code is updated to use the Direct3D 11 API, there are numerous new features to consider.

  • Multithreaded rendering through command lists and multiple contexts
  • Implementing advanced algorithms using Compute Shader (using 4.0, 4.1, or 5.0 shader profiles)
  • New 11 class hardware features:
    • HLSL Shader Model 5.0
    • Dynamic Shader Linkage
    • Tessellation through Hull and Domain shaders
    • New block compression formats: BC6H for HDR images, BC7 for higher-fidelity standard images
  • Utilizing 10level9 technology for rendering on many Shader Model 2.0 and Shader Model 3.0 devices through the DIrect3D 11 API for lower-end video hardware support on Windows Vista and Windows 7.
  • Leveraging the WARP software rendering device.

New Features for DirectX 11.1

Windows 8 includes further DirectX graphics enhancements to consider when you implement your DirectX graphics code, which include Direct3D 11.1, DXGI 1.2, Windows Display Driver Model (WDDM) 1.2, feature level 11.1 hardware, Direct2D device contexts, and other improvements.

Partial support for Direct3D 11.1 is available on Windows 7 as well via the Platform Update for Windows 7, which is available through the Platform Update for Windows 7.

New Features for DirectX 11.2

The Windows 8.1 includes Direct3D 11.2, DXGI 1.3, and other improvements.

 

 

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