Living without D3DX

General Helpers

The DirectX Tool Kit provides a number of helpers that are designed to simplify Direct3D 11 programming in the tradition of the original D3DX library. You can find the library on CodePlex and GitHub.

ID3DX10Sprite

SpriteBatch

ID3DX10Font

SpriteFont, SpriteBatch

ID3DX10Mesh

Model, ModelMesh, ModelMeshPart

D3DXCreateBox 
D3DXCreateCylinder 
D3DXCreateSphere
D3DXCreateTeapot 
D3DXCreateTorus

GeometricPrimitive

D3DX11CreateShaderResourceViewFromFile

CreateXXXTextureFromFile

D3DX11CreateShaderResourceViewFromResource
D3DX11CreateShaderResourceViewFromMemory

CreateXXXTextureFromMemory

D3DX11CreateTextureFromFile

CreateXXXTextureFromFile

D3DX11CreateTextureFromResource
D3DX11CreateTextureFromMemory

CreateXXXTextureFromMemory

D3DX11SaveTextureToFile

SaveXXXTextureToFile

HLSL Functions

The HLSL compiler, shader reflection API, and related functionality has been broken out into it's own D3DCompileDLL for some time. D3DCompile is in the Windows 8.x SDK and is included with VS 2012 and VS 2013 Preview.

D3DXCompileShaderFromFile
D3DX10CompileFromFile
D3DX11CompileFromFile
D3DCompileFromFile
D3DXCompileShader
D3D10CompileShader
D3DX10CompileFromMemory
D3DX11CompileFromMemory
D3DCompile
D3DXCompileShaderFromResource
D3DX10CompileFromResource
D3DX11CompileFromResource
No direct equivalent. Can use resource APIs and then D3DCompileabove.
D3DXPreprocessShader
D3DXPreprocessShaderFromFile
D3DXPreprocessShaderFromResource
D3D10PreprocessShader
D3DX10PreprocessShaderFromFile
D3DX10PreprocessShaderFromMemory
D3DX10PreprocessShaderFromResource
D3DX11PreprocessShaderFromFile
D3DX11PreprocessShaderFromMemory
D3DX11PreprocessShaderFromResource
D3DPreprocess
D3DXDisassembleShader
D3D10DisassembleShader
D3DX10DisassembleShader
D3DDisassemble
D3D10ReflectShader
D3DX10ReflectShader
D3DReflect
D3D11Reflect
ID3DXBuffer
ID3D10Blob
ID3DBlob
D3DXCreateBuffer
D3D10CreateBlob
D3DCreateBlob
D3D10GetInputSignatureBlob
D3D10GetOutputSignatureBlob
D3D10GetInputAndOutputSignatureBlob
D3D10GetShaderDebugInfo
D3DGetBlobPart

Texture Functions

The DirectXTex library is primarily intended for texture processing offline with tools, although it can also be used at runtime for doing texture block compression, mipmap generation, or handling more general image processing needs. DirectXTK is intended for use at runtime with light-weight helpers and image loaders, but does not provide support for general runtime texture format conversion. You can find both libraries on CodePlex and GitHub.

D3DX11ComputeNormalMap

DirectXTex library, ComputeNormalMap

D3DX11CreateShaderResourceViewFromFile
D3DX11CreateTextureFromFile

DDSTextureLoader: CreateDDSTextureFromFile
WICTextureLoader: CreateWICTextureFromFile

DirectXTex library (tools), LoadFromXXXFile thenCreateShaderResourceView or CreateTexture

D3DX11CreateShaderResourceViewFromMemory
D3DX11CreateTextureFromMemory

DDSTextureLoader: CreateDDSTextureFromMemory
WICTextureLoader: CreateWICTextureFromMemory

DirectXTex library (tools), LoadFromXXXMemory thenCreateShaderResourceView or CreateTexture

D3DX11CreateShaderResourceViewFromResource
D3DX11CreateTextureFromResource

No direct equivalent, can use Win32 resource functions and then the ‘from memory’ APIs above.

D3DX11FilterTexture

DirectXTex library, GenerateMipMaps and GenerateMipMaps3D

D3DX11GetImageInfoFromFile

DirectXTex library, GetMetadataFromXXXFile

D3DX11GetImageInfoFromMemory

DirectXTex library, GetMetadataFromXXXMemory

D3DX11GetImageInfoFromResource

No direct equivalent, can use Win32 resource functions and then the ‘from memory’ APIs above.

D3DX11LoadTextureFromTexture

DirectXTex library, ResizeConvertCompressDecompress, and/or CopyRectangle

D3DX11SaveTextureToFile

ScreenGrab: SaveDDSTextureToFile or SaveWICTextureToFile

DirectXTex library, CaptureTexture then SaveToXXXFile

D3DX11SaveTextureToMemory

DirectXTex library, CaptureTexture then SaveToXXXMemory

Geometry Functions

The DirectXMesh library is intended for geometry processing offline with tools, although it can be used at runtime. You can find the library on CodePlex and GitHub.

D3DXCleanMesh Clean
D3DXComputeNormals ComputeNormals
D3DXComputeTangent
D3DXComputeTangentFrame
D3DXComputeTangentFrameEx
ComputeTangentFrame
ID3DX10Mesh::GenerateAdjacencyAndPointReps GenerateAdjacencyAndPointReps
ID3DX10Mesh::GenerateGSAdjacency GenerateGSAdjacency
ID3DX10Mesh::Optimize AttributeSort
OptimizeFacesEx
OptimizeVertices
ReorderIB
FinalizeIB
FinalizeVB
D3DXOptimizeFaces OptimizeFaces
D3DXOptimizeVertices OptimizeVertices
D3DXValidMesh Validate

Math

The legacy D3DXMath library has been replaced by DirectXMath. The library is in the Windows 8.x SDK and is included with VS 2012 and VS 2013 Preview.

D3DXFLOAT16 HALF
D3DXMATRIXA16 XMMATRIX or XMFLOAT4X4A

D3DXQUATERNION

D3DXPLANE

D3DXCOLOR

XMVECTOR is used rather than having unique types, so you will likely need to use an XMFLOAT4
D3DXVECTOR2 XMFLOAT2
D3DXVECTOR2_16F XMHALF2
D3DXVECTOR3 XMFLOAT3
D3DXVECTOR4 XMFLOAT4

(or if you can guarantee the data is 16-byte aligned, XMVECTOR orXMFLOAT4A )

D3DXVECTOR4_16F XMHALF4
D3DX_PI XM_PI
D3DX_1BYPI XM_1DIVPI
D3DXToRadian XMConvertToRadians
D3DXToDegree XMConvertToDegrees
D3DXBoxBoundProbe BoundingBox::Intersects(XMVECTOR, XMVECTOR, float&)
D3DXComputeBoundingBox BoundingBox::CreateFromPoints
D3DXComputeBoundingSphere BoundingSphere::CreateFromPoints
D3DXSphereBoundProbe BoundingSphere::Intersects(XMVECTOR, XMVECTOR, float&)
D3DXIntersectTriFunction TriangleTests::Intersects
D3DXFloat32To16Array XMConvertFloatToHalfStream
D3DXFloat16To32Array XMConvertHalfToFloatStream
D3DXVec2Length XMVector2Length or XMVector2LengthEst
D3DXVec2LengthSq XMVector2LengthSq
D3DXVec2Dot XMVector2Dot
D3DXVec2CCW XMVector2Cross
D3DXVec2Add XMVectorAdd
D3DXVec2Subtract XMVectorSubtract
D3DXVec2Minimize XMVectorMin
D3DXVec2Maximize XMVectorMax
D3DXVec2Scale XMVectorScale
D3DXVec2Lerp XMVectorLerp or XMVectorLerpV
D3DXVec2Normalize XMVector2Normalize or XMVector2NormalizeEst
D3DXVec2Hermite XMVectorHermite or XMVectorHermiteV
D3DXVec2CatmullRom XMVectorCatmullRom or XMVectorCatmullRomV
D3DXVec2BaryCentric XMVectorBaryCentric or XMVectorBaryCentricV
D3DXVec2Transform XMVector2Transform
D3DXVec2TransformCoord XMVector2TransformCoord
D3DXVec2TransformNormal XMVector2TransformNormal
D3DXVec2TransformArray XMVector2TransformStream
D3DXVec2TransformCoordArray XMVector2TransformCoordStream
D3DXVec2TransformNormalArray XMVector2TransformNormalStream
D3DXVec3Length XMVector3Length or XMVector3LengthEst
D3DXVec3LengthSq XMVector3LengthSq
D3DXVec3Dot XMVector3Dot
D3DXVec3Cross XMVector3Cross
D3DXVec3Add XMVectorAdd
D3DXVec3Subtract XMVectorSubtract
D3DXVec3Minimize XMVectorMin
D3DXVec3Maximize XMVectorMax
D3DXVec3Scale XMVectorScale
D3DXVec3Lerp XMVectorLerp or XMVectorLerpV
D3DXVec3Normalize XMVector3Normalize or XMVector3NormalizeEst
D3DXVec3Hermite XMVectorHermite or XMVectorHermiteV
D3DXVec3CatmullRom XMVectorCatmullRom or XMVectorCatmullRomV
D3DXVec3BaryCentric XMVectorBaryCentric or XMVectorBaryCentricV
D3DXVec3Transform XMVector3Transform
D3DXVec3TransformCoord XMVector3TransformCoord
D3DXVec3TransformNormal XMVector3TransformNormal
D3DXVec3TransformArray XMVector3TransformStream
D3DXVec3TransformCoordArray XMVector3TransformCoordStream
D3DXVec3TransformNormalArray XMVector3TransformNormalStream
D3DXVec3Project XMVector3Project
D3DXVec3Unproject XMVector3Unproject
D3DXVec3ProjectArray XMVector3ProjectStream
D3DXVec3UnprojectArray XMVector3UnprojectStream
D3DXVec4Length XMVector4Length or XMVector4LengthEst
D3DXVec4LengthSq XMVector4LengthSq
D3DXVec4Dot XMVector4Dot
D3DXVec4Add XMVectorAdd
D3DXVec4Subtract XMVectorSubtract
D3DXVec4Minimize XMVectorMin
D3DXVec4Maximize XMVectorMax
D3DXVec4Scale XMVectorScale
D3DXVec4Lerp XMVectorLerp or XMVectorLerpV
D3DXVec4Cross XMVector4Cross
D3DXVec4Normalize XMVector4Normalize or XMVector4NormalizeEst
D3DXVec4Hermite XMVectorHermite or XMVectorHermiteV
D3DXVec4CatmullRom XMVectorCatmullRom or XMVectorCatmullRomV
D3DXVec4BaryCentric XMVectorBaryCentric or XMVectorBaryCentricV
D3DXVec4Transform XMVector4Transform
D3DXVec4TransformArray XMVector4TransformStream
D3DXMatrixIdentity XMMatrixIdentity
D3DXMatrixDeterminant XMMatrixDeterminant
D3DXMatrixDecompose XMMatrixDecompose
D3DXMatrixTranspose XMMatrixTranspose
D3DXMatrixMultiply XMMatrixMultiply
D3DXMatrixMultiplyTranspose XMMatrixMultiplyTranspose
D3DXMatrixInverse XMMatrixInverse
D3DXMatrixScaling XMMatrixScaling
D3DXMatrixTranslation XMMatrixTranslation
D3DXMatrixRotationX XMMatrixRotationX
D3DXMatrixRotationY XMMatrixRotationY
D3DXMatrixRotationZ XMMatrixRotationZ
D3DXMatrixRotationAxis XMMatrixRotationAxis
D3DXMatrixRotationQuaternion XMMatrixRotationQuaternion
D3DXMatrixRotationYawPitchRoll XMMatrixRotationRollPitchYaw
(Note the order of parameters is different:
D3DXMath takes yaw, pitch, roll,
DirectXMath takes pitch, yaw, roll)
D3DXMatrixTransformation XMMatrixTransformation
D3DXMatrixTransformation2D XMMatrixTransformation2D
D3DXMatrixAffineTransformation XMMatrixAffineTransformation
D3DXMatrixAffineTransformation2D XMMatrixAffineTransformation2D
D3DXMatrixLookAtRH XMMatrixLookAtRH
D3DXMatrixLookAtLH XMMatrixLookAtLH
D3DXMatrixPerspectiveRH XMMatrixPerspectiveRH
D3DXMatrixPerspectiveLH XMMatrixPerspectiveLH
D3DXMatrixPerspectiveFovRH XMMatrixPerspectiveFovRH
D3DXMatrixPerspectiveFovLH XMMatrixPerspectiveFovLH
D3DXMatrixPerspectiveOffCenterRH XMMatrixPerspectiveOffCenterRH
D3DXMatrixPerspectiveOffCenterLH XMMatrixPerspectiveOffCenterLH
D3DXMatrixOrthoRH XMMatrixOrthographicRH
D3DXMatrixOrthoLH XMMatrixOrthographicLH
D3DXMatrixOrthoOffCenterRH XMMatrixOrthographicOffCenterRH
D3DXMatrixOrthoOffCenterLH XMMatrixOrthographicOffCenterLH
D3DXMatrixShadow XMMatrixShadow
D3DXMatrixReflect XMMatrixReflect
D3DXQuaternionLength XMQuaternionLength
D3DXQuaternionLengthSq XMQuaternionLengthSq
D3DXQuaternionDot XMQuaternionDot
D3DXQuaternionIdentity XMQuaternionIdentity
D3DXQuaternionIsIdentity XMQuaternionIsIdentity
D3DXQuaternionConjugate XMQuaternionConjugate
D3DXQuaternionToAxisAngle XMQuaternionToAxisAngle
D3DXQuaternionRotationMatrix XMQuaternionRotationMatrix
D3DXQuaternionRotationAxis XMQuaternionRotationAxis
D3DXQuaternionRotationYawPitchRoll XMQuaternionRotationRollPitchYaw
(Note the order of parameters is different:
D3DXMath takes yaw, pitch, roll,
DirectXMath takes pitch, yaw, roll)
D3DXQuaternionMultiply XMQuaternionMultiply
D3DXQuaternionNormalize XMQuaternionNormalize or XMQuaternionNormalizeEst
D3DXQuaternionInverse XMQuaternionInverse
D3DXQuaternionLn XMQuaternionLn
D3DXQuaternionExp XMQuaternionExp
D3DXQuaternionSlerp XMQuaternionSlerp or XMQuaternionSlerpV
D3DXQuaternionSquad XMQuaternionSquad or XMQuaternionSquadV
D3DXQuaternionSquadSetup XMQuaternionSquadSetup
D3DXQuaternionBaryCentric XMQuaternionBaryCentric or XMQuaternionBaryCentricV
D3DXPlaneDot XMPlaneDot
D3DXPlaneDotCoord XMPlaneDotCoord
D3DXPlaneDotNormal XMPlaneDotNormal
D3DXPlaneScale XMVectorScale
D3DXPlaneNormalize XMPlaneNormalize or XMPlaneNormalizeEst
D3DXPlaneIntersectLine XMPlaneIntersectLine
D3DXPlaneFromPointNormal XMPlaneFromPointNormal
D3DXPlaneFromPoints XMPlaneFromPoints
D3DXPlaneTransform XMPlaneTransform
D3DXPlaneTransformArray XMPlaneTransformStream
D3DXColorNegative XMColorNegative
D3DXColorAdd XMVectorAdd
D3DXColorSubtract XMVectorSubtract
D3DXColorScale XMVectorScale
D3DXColorModulate XMColorModulate
D3DXColorLerp XMVectorLerp or XMVectorLerpV
D3DXColorAdjustSaturation XMColorAdjustSaturation
D3DXColorAdjustContrast XMColorAdjustContrast
D3DXFresnelTerm XMFresnelTerm

Spherical Harmonics Math

The SHmath library is available as an add-on for DirectXMath.

XMSHEvalDirection Evaluates the Spherical Harmonic basis functions. Equivalent toD3DXSHEvalDirection function.
XMSHRotate Rotates SH vector by a rotation matrix. Equivalent to the D3DXSHRotate function.
XMSHRotateZ Rotates the SH vector in the Z axis by an angle. Equivalent to the D3DXSHRotateZfunction.
XMSHAdd Adds two SH vectors. Equivalent to the D3DXSHAdd function.
XMSHScale Scales a SH vector. Equivalent to the D3DXSHScale function.
XMSHDot Computes the dot product of two SH vectors. Equivalent to the D3DXSHDotfunction.
XMSHMultiply
XMSHMultiply2
XMSHMultiply3
XMSHMultiply4
XMSHMultiply5
XMSHMultiply6
Computes the product of two functions represented using SH. Equivalent toD3DXSHMultiply2, D3DXSHMultiply3, D3DXSHMultiply4, D3DXSHMultiply5, andD3DXSHMultiply6.
XMSHEvalDirectionalLight Evaluates a directional light and returns spectral SH data. Equivalent to theD3DXSHEvalDirectionalLight function.
XMSHEvalSphericalLight Evaluates a spherical light and returns spectral SH data. Equivalent to theD3DXEvalSphericalLight function.
XMSHEvalConeLight Evaluates a light that is a cone of constant intensity and returns spectral SH data. Equivalent to the D3DXSHEvalConeLight function.
XMSHEvalHemisphereLight Evaluates a light that is a linear interpolant between two colors over the sphere. Equivalent to the D3DXSHEvalHemisphereLight function.
SHProjectCubeMap Projects a function represented in a cube map into spherical harmonics. Equivalent to the D3DX11SHProjectCubeMap function.

Effects (FX)

The Effects system for Direct3D 11 is primarily provided as a porting aid for older code. The library is available onCodePlex and GitHub.

D3DXCreateEffect
D3DXCreateEffectEx
D3DXCreateEffectFromResource
D3DXCreateEffectFromResourceEx
D3D10CompileEffectFromMemory

D3DX11CompileEffectFromMemory

D3DXCreateEffectFromFile
D3DXCreateEffectFromFileEx

D3DX11CompileEffectFromFile

D3D10CreateEffectFromMemory

D3DX11CreateEffectFromMemory

D3DXCreateEffectPool
D3D10CreateEffectPoolFromMemory

Effects 11 does not support 'effect pools'
or D3DCOMPILE_EFFECT_CHILD_EFFECT. Effect groups provide a more efficient solution for common scenarios previously addressed with 'effect pools'

D3DXDisassembleEffect
D3D10DisassembleEffect

D3DDisassemble
D3DDisassemble10Effect in D3DCompile

Performance/Profiling

D3DX9 included the entry-points intercepted by PIX for Windows for performance profiling. This is now handled by the DirectX runtime directly and is monitored by the Visual Studio Graphics Diagnostics tool.

D3DPERF_BeginEvent
D3DPERF_EndEvent
D3DPERF_SetMarker
D3DPERF_SetRegion
D3DPERF_QueryRepeatFrame
D3DPERF_SetOptions
D3DPERF_GetStatus

ID3DUserDefinedAnnotation which is supported by the DirectX 11.1 runtime on Windows 8.x and Windows 7 Service Pack 1 + KB2670838

If using DirectX 11.2+, you can use ID3D11DeviceContext2 directly for BeginEventInt, SetMarkerInt, and EndEvent.

UVAtlas Functions

The UVAtlas library is intended for isochart creation offline with tools, although it can be used at runtime. You can find the library on CodePlex and GitHub.

D3DXUVAtlasCreate UVAtlasCreate
D3DXUVAtlasPartition UVAtlasPartition
D3DXUVAtlasPack UVAtlasPack
D3DXComputeIMTFromPerVertexSignal UVAtlasComputeIMTFromPerVertexSignal
D3DXComputeIMTFromPerTexelSignal UVAtlasComputeIMTFromPerTexelSignal
D3DXComputeIMTFromSignal UVAtlasComputeIMTFromSignal
D3DXComputeIMTFromTexture UVAtlasComputeIMTFromTexture

Note

Careful readers will note that there are a few omissions from this table.

  • The ID3DXMatrixStack from D3DXMath doesn't have a new version, but it's actually pretty easy to implement your own. If someone has a burning need for this, please comment below.
  • The Precomputed Radiance Transfer (PRT) simulator is only available in closed-source form in legacy D3DX9. There are a number of papers that cover this technology in the literature, and the most generally useful parts of this functionality are the SHmath functions which are available.

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