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DirectX is an API for implementing Direct3D. It exposes the graphics pipeline to other applications. The API has a simple, tree-based structure, allowing you to work with multiple back-end hardware simultaneously. The most common use of DirectX is creating Direct3D content for Windows-based multimedia software.
There is also an important difference between the use of OpenCL and DirectX Full Version 11 with and without this extension. Without it, using OpenCL with DirectX Full Version 11 is equivalent to using DirectX 11 with no OpenCL support. The only exception is that you can access the shader resources in the DirectX 11 backend from OpenCL, but this requires finding a compatible shader in your driver. This extension bypasses this limitation and allows you to share shaders for use between both OpenCL and DirectX 11.
In our case, with Intel GPU support for this extension, this capability is useful when using the Intel GPU on Windows, as well as AMD GPUs that run on Windows. In the Nvidia case, you can share shaders, but only between OpenCL and DirectX.
The surface sharing extension allows OpenCL applications to create a shared Cá±&#xIM;á± rendering context between OpenCL and the DirectX11 API. As such, applications can use the OpenGL rendering context directly to view the final output. This capability is available for the Intel processor graphics cards, although not available for AMD equivalents with this particular implementation.
The Intel OpenCL frontend supports the Surface Sharing extension, allowing the source texture for the shader to be read from either the OpenGL or DirectX backend. It also supports the D3D12 rendering feature, so that the shader can use the OpenGL rendering context directly.
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Parallels Desktop 15 for Mac uses Direct3D 11 (the new incarnation) under the hood, so the games can be run the way they were meant to be run: on an integrated graphics card. AMD Radeon users will benefit immediately from DirectX Full Version 11 with Parallels Desktop 15 because it utilizes Direct3D 11. With Direct3D 11, the game might run slightly slower and require slightly more power than it would in the past. However, games will generally run smoother and require a lower system and graphics card temperature.
Adrenalin Edition update 22.5.2 is now available for AMD Radeon users. This update is primarily focused on bringing support for the new APIs introduced with DirectX 11. It also improves the performance of the following games: • Sniper Elite 5 • Hitman 3 • Batman: Arkham Knight • Borderlands: The Pre-Sequel • The Evil Within 2 • Metro: Last Light Redux • Tom Clancy’s Ghost Recon Wildlands • Tom Clancy’s The Division • Tom Clancy’s The Division 2 • Deus Ex: Mankind Divided • Dishonored 2 • Just Cause 3 • The Witcher 3 • Battlefield 1 • Hitman • Star Wars: Battlefront • Elder Scrolls V: Skyrim • Resident Evil 7 • Doom • Wolfenstein: The Old Blood • Portal 2 • The Elder Scrolls V: Skyrim Special Edition • World of Warcraft: Legion • Borderlands 2 • Metro Last Light This update also brings the following fixes:• Fixed issues with the X-ray effects on World of Warcraft: Legion • Fixed an issue where display corruption occurs in CSGO on macOS For further details on these and other fixes in Adrenalin Edition update 22.5.2, refer to the Apple’s documentation for this update.
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DirectX 11 uses the SwapChain class to manage the rendering data and the ability to present that data to the screen. A swap chain consists of one or more buffers that are presented to the GPU for rendering. Direct3D also provides an interface that allows the application to determine the number of buffers, the size of each buffer, and the types of buffers.
DirectX 11 introduced an optional schema to provide the ability to specify end-user application policies. This allows a game or CAD application to signal an end-user application that it should skip or ignore certain policy settings. This also allow a user to select their own default settings and modify them. When creating a D3D11 device, the maxPendingPatches parameter can be used to specify how many patches a user application can use and will not be used by default. This is also done as a policy value so that application developers can signal the use of their own patch policies. By default, 0 patches are used.
DirectX 11 introduced a set of Direct3D-only shader resource state tracking to be introduced when a D3D11 device was created. D3D11_CREATE_DEVICE_INDEPENDENT_ASYNC was defined as a default policy to ignore all asynchronous APIs for which no synchronization occurs.
After Direct3D 11 APIs were released, DirectX 11 appeared with a new DXGI_FORMAT_A8B8G8R8 and DXGI_FORMAT_R10G10B10A2_TYPELESS format. This change was made to support a common AVF extension and to simplify the API for dealing with pixel formats. If an application needs to use a pixel format that is not supported by the Windows API, it can use the DXGI_FORMAT_R10G10B10A2_TYPELESS format.
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- Windows 7 or later (Vista and up require Graphics Tools 2012 or later)
- DirectX 11-compatible video adapter
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- Windows Vista
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