Latest Version:
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DirectX 9.0c (Jun 10) LATEST
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Requirements:Windows (All Versions)
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Author / Product:Microsoft Corporation / DirectX 9.0c
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Old Versions:
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Filename:directx_Jun2010_redist.exe
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MD5 Checksum:4e41372e8775e8025be013480b0629b3
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Details:DirectX 9.0c 2020 full offline installer setup for PC
Microsoft DirectX 9 is a group of technologies designed to make Windows-based computers an ideal platform for running and displaying applications rich in multimedia elements such as full-color graphics, video, 3D animation, and rich audio. The appincludes security and performance updates, along with many new features across all technologies, which can be accessed by applications using the DirectX APIs.
The latest version of the Microsoft Windows Gaming API delivers Microsoft's powerful new High-Level Shader Language (HLSL) and features its most-advanced suite of design tools for the development of rich multimedia elements such as full-spectrum color graphics, video, 3D animation and enhanced audio capabilities.
Some applications and games require DirectX 9 for PC. However, your computer includes a more recent version of Direct X. If you install and then run an application or game that requires the app, you might receive an error message such as 'The program can't start because d3dx9_35.dll is missing from your computer. Try reinstalling the program to fix this problem.'
DirectX 9.0 for Windows XP and Windows Server 2003 introduces significant improvements across its suite of APIs. DirectSound offers new audio capabilities, DirectShow accelerates video rendering hardware, and Direct3D enhances low-level graphics programmability with new programmable vertex and pixel shader 2.0 models. DirectX9 is supported in Windows 10, Windows 8, Windows 7, Windows Vista, and Windows XP!
The latest version of the Microsoft Windows Gaming API delivers Microsoft's powerful new High-Level Shader Language (HLSL) and features its most-advanced suite of design tools for the development of rich multimedia elements such as full-spectrum color graphics, video, 3D animation and enhanced audio capabilities.
Some applications and games require DirectX 9 for PC. However, your computer includes a more recent version of Direct X. If you install and then run an application or game that requires the app, you might receive an error message such as 'The program can't start because d3dx9_35.dll is missing from your computer. Try reinstalling the program to fix this problem.'
DirectX 9.0 for Windows XP and Windows Server 2003 introduces significant improvements across its suite of APIs. DirectSound offers new audio capabilities, DirectShow accelerates video rendering hardware, and Direct3D enhances low-level graphics programmability with new programmable vertex and pixel shader 2.0 models. DirectX9 is supported in Windows 10, Windows 8, Windows 7, Windows Vista, and Windows XP!
A scene containing several different 2D HLSL shaders. Distortion of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been transformed and rotated. The partial transparency and reflection of the water in the foreground are added by a shader applied finally to the entire scene.
DirectX and Pixel Shader Requirements for Games on Steam DirectX and Shader Model Requirements for Games on Steam Pixel Shading is a method used for rendering advanced graphical features such as bump mapping and shadows. . Any video card supporting DirectX 8.1 or higher has Pixel Shader 1.3/1.4 & Vertex Shader 1.1. Any video card supporting DirectX 9.0 or higher has Pixel Shader 2.0. As of DirectX 9.0c there is.
The High-Level Shader Language[1] or High-Level Shading Language[2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the NvidiaCg shading language, as it was developed alongside it.[3] HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2d and 3d computer graphics.[citation needed]
HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and raytracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's tangent, binormal and normal vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization. Each of these pixels comes through the pixel shader, whereby the resultant screen colour is calculated.
Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer.
D3D11.3 and D3D12 introduced Shader Model 5.1[4] and later 6.0.[5]
- 1Shader model comparison
Shader model comparison[edit]
GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.
Pixel shader comparison[edit]
![Directx Directx](/uploads/1/2/7/2/127241791/570949478.gif)
Pixel shader version | 1.0 to 1.3[6] | 1.4[6] | 2.0[6][7] | 2.0a[6][7][8] | 2.0b[6][7][9] | 3.0[6][10] | 4.0[11] 4.1[12] 5.0[13] |
---|---|---|---|---|---|---|---|
Dependent texture limit | 4 | 6 | 8 | Unlimited | 8 | Unlimited | Unlimited |
Texture instruction limit | 4 | 6*2 | 32 | Unlimited | Unlimited | Unlimited | Unlimited |
Position register | No | No | No | No | No | Yes | Yes |
Instruction slots | 8+4 | 8+4 | 32 + 64 | 512 | 512 | ≥ 512 | ≥ 65536 |
Executed instructions | 8+4 | 6*2+8*2 | 32 + 64 | 512 | 512 | 65536 | Unlimited |
Texture indirections | 4 | 4 | 4 | Unlimited | 4 | Unlimited | Unlimited |
Interpolated registers | 2 + 4 | 2 + 6 | 2 + 8 | 2 + 8 | 2 + 8 | 10 | 32 |
Instruction predication | No | No | No | Yes | No | Yes | No |
Index input registers | No | No | No | No | No | Yes | Yes |
Temp registers | 2 | 6 | 12 to 32 | 22 | 32 | 32 | 4096 |
Constant registers | 8 | 8 | 32 | 32 | 32 | 224 | 16×4096 |
Arbitrary swizzling | No | No | No | Yes | No | Yes | Yes |
Gradient instructions | No | No | No | Yes | No | Yes | Yes |
Loop count register | No | No | No | No | No | Yes | Yes |
Face register (2-sided lighting) | No | No | No | No | Yes | Yes | Yes |
Dynamic flow control | No | No | No | No | No | Yes (24) | Yes (64) |
Bitwise Operators | No | No | No | No | No | No | Yes |
Native Integers | No | No | No | No | No | No | Yes |
- PS 1.0 — Unreleased 3dfx Rampage, DirectX 8.
- PS 1.1 — GeForce 3, DirectX 8.
- PS 1.2 — 3Dlabs Wildcat VP, DirectX 8.0a.
- PS 1.3 — GeForce 4 Ti, DirectX 8.0a.
- PS 1.4 — Radeon 8500-9250, DirectX 8.1.
- Shader Model 2.0 — Radeon 9500-9800/X300-X600, DirectX 9.
- Shader Model 2.0a — GeForce FX/PCX-optimized model, DirectX 9.0a.
- Shader Model 2.0b — Radeon X700-X850 shader model, DirectX 9.0b.
- Shader Model 3.0 — Radeon X1000 and GeForce 6, DirectX 9.0c.
- Shader Model 4.0 — Radeon HD 2000 and GeForce 8, DirectX 10.
- Shader Model 4.1 — Radeon HD 3000 and GeForce 200, DirectX 10.1.
- Shader Model 5.0 — Radeon HD 5000 and GeForce 400, DirectX 11.
- Shader Model 5.1 — GCN 1.0 and Fermi+, DirectX 12 (11_0 and 11_1) with WDDM 2.0.
- Shader Model 6.0 — GCN 2.0+ and Maxwell 2+, DirectX 12 (12_0 and 12_1) with WDDM 2.1.
- Shader Model 6.1 — GCN 2.0+ and Maxwell 2+, DirectX 12 (12_0 and 12_1) with WDDM 2.3.
- Shader Model 6.2 — GCN 2.0+ and Maxwell 2+, DirectX 12 (12_0 and 12_1) with WDDM 2.4.
- Shader Model 6.3 — GCN 2.0+ and Maxwell 2+, DirectX 12 (12_0 and 12_1) with WDDM 2.5.
- Shader Model 6.4 — GCN 5.0+, Maxwell 2+ and Skylake+, DirectX 12 (12_1) with WDDM 2.6.
- Shader Model 6.5 — Pascal+ and Skylake+, DirectX 12 (12_1) with WDDM 2.7.
'32 + 64' for Executed Instructions means '32 texture instructions and 64 arithmetic instructions.'
Vertex shader comparison[edit]
Vertex shader version | VS 1.1[14] | VS 2.0[7][14][15] | VS 2.0a[7][14][15] | VS 3.0[10][14] | VS 4.0[11] VS 4.1[16] VS 5.0[13] |
---|---|---|---|---|---|
# of instruction slots | 128 | 256 | 256 | ≥ 512 | ≥ 65536 |
Max # of instructions executed | 128 | 1024 | 65536 | 65536 | Unlimited |
Instruction predication | No | No | Yes | Yes | Yes |
Temp registers | 12 | 12 | 16 | 32 | 4096 |
# constant registers | ≥ 96 | ≥ 256 | 256 | ≥ 256 | 16×4096 |
Static flow control | No | Yes | Yes | Yes | Yes |
Dynamic flow control | No | No | Yes | Yes | Yes |
Dynamic flow control depth | N/A | N/A | 24 | 24 | 64 |
Vertex texture fetch | No | No | No | Yes | Yes |
# of texture samplers | N/A | N/A | N/A | 4 | 128 |
Geometry instancing support | No | No | No | Yes | Yes |
Bitwise operators | No | No | No | No | Yes |
Native integers | No | No | No | No | Yes |
- VS 1.0 = Unreleased 3dfx Rampage w/SAGE coprocessor, DirectX 8.
- VS 1.1 = GeForce 3 and Radeon 8500, DirectX 8.
See also[edit]
Footnotes[edit]
- ^'Writing HLSL Shaders in Direct3D 9 (Windows)'. msdn.microsoft.com.
- ^'HLSL'. MSDN. Microsoft. Retrieved 5 January 2015.
- ^'Fusion Industries :: Cg and HLSL FAQ ::'. 24 August 2012.
- ^'Shader Model 5.1 Objects (Windows)'. msdn.microsoft.com.
- ^'HLSL Shader Model 6.0 (Windows)'. msdn.microsoft.com.
- ^ abcdef'Pixel Shader Differences'. msdn.microsoft.com. 2011-02-08.
- ^ abcdePeeper, Craig (2004-03-15). 'Microsoft DirectX High Level Shader Language (HLSL)'(PPT). microsoft.com. pp. 5–8, 24–25.
- ^Shimpi, Anand Lal. 'NVIDIA Introduces GeForce FX (NV30)'.
- ^Wilson, Derek. 'ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives'.
- ^ abShader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
- ^ abThe Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
- ^'Registers - ps_4_1 (Windows)'. msdn.microsoft.com.
- ^ ab'Registers - ps_5_0 (Windows)'. msdn.microsoft.com.
- ^ abcd'Vertex Shader Differences'. msdn.microsoft.com. 2011-02-08.
- ^ abShimpi, Anand Lal. 'NVIDIA Introduces GeForce FX (NV30)'.
- ^'Registers - vs_4_1 (Windows)'. msdn.microsoft.com.
External links[edit]
- Programming Guide for HLSL, from Microsoft
- Introduction to the DirectX 9 High Level Shading Language, (ATI) AMD developer central
Retrieved from 'https://en.wikipedia.org/w/index.php?title=High-Level_Shading_Language&oldid=935640195'
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