
Since Direct2D is based on Direct3D it also uses DXGI and device contexts. For example, a 2D game implemented using Direct3D can use orthographic projection, set Z-values to control the drawing order of primitives, and use pixel shaders to add special effects.

You can still use Direct2D to draw 2D games, and to draw overlays (HUDs) on top of Direct3D.ĭirect2D runs on top of Direct3D 2D games can be implemented using either API. Moving from Direct2D 9 to Direct2D 11ĭirect2D (Windows) is still an important part of DirectX graphics and Windows. See Deprecated Features.įor a full list of Direct3D 11 features, see Direct3D 11 Features and Direct3D 11 Features. Some features have been deprecated, most notably the fixed function pipeline.See Introduction to a Device in Direct3D 11. Most of our samples use an immediate context to render directly to the device Direct3D 11 also supports multithreaded rendering, in which case deferred contexts are used. A Direct3D device context is used to set pipeline state and generate rendering commands.

Use DXGI to select buffer formats, create swap chains, present frames, and create shared resources.

Microsoft DirectX Graphics Infrastructure (DXGI) is used to set up graphics adapters.Mapping Direct3D 9 to DirectX 11 APIsĭirect3D is still the foundation of DirectX graphics, but the API has changed since DirectX 9: Understand how the features your Direct3D 9 game uses will translate to Direct3D 11 and the Universal Windows Platform (UWP).Īlso see Plan your DirectX port, and Important changes from Direct3D 9 to Direct3D 11.
