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Managed DirectX was first released in 2002 to allow less complicated access to the DirectX API through the .NET framework. The Managed DirectX SDK allows developers access to numerous classes which allow the rendering of 3D graphics and the other DirectX API's in a much easier, object-oriented manner.
The Managed DirectX 2.0 library expired on October 5, 2006. During the GDC 2006, Microsoft presented the XNA Framework, a new managed version of DirectX (similar but not identical to Managed DirectX) that is intended to assist development of games by making it easier to integrate DirectX, HLSL and other tools in one package. It also supports ...
Also, because there can be other DirectX applications running alongside DWM on the DWM-managed desktop, they must be able to access the GPU in a shared manner, necessitating scheduling. Though this is true for Microsoft's implementation of a composited desktop under Windows Vista, on the other hand, a composited desktop need not theoretically ...
Microsoft Visual C++ (MSVC) is a compiler for the C, C++, C++/CLI and C++/CX programming languages by Microsoft. MSVC is proprietary software ; it was originally a standalone product but later became a part of Visual Studio and made available in both trialware and freeware forms.
Windows Driver Frameworks (WDF, formerly Windows Driver Foundation), is a set of Microsoft tools and libraries that aid in the creation of device drivers for Windows 2000 and later versions of Windows. It complements Windows Driver Model, abstracting away much of the boilerplate complexity in writing Windows drivers.
DirectX Video Acceleration (DXVA) is a Microsoft API specification for the Microsoft Windows and Xbox 360 platforms that allows video decoding to be hardware-accelerated. The pipeline allows certain CPU -intensive operations such as iDCT , motion compensation and deinterlacing to be offloaded to the GPU .
Microsoft bought RenderMorphics in February 1995, bringing its staff on board to implement a 3D graphics engine for Windows 95. [17] The first version of Direct3D shipped in DirectX 2.0 (June 2, 1996) and DirectX 3.0 (September 26, 1996). Direct3D initially implemented an "immediate mode" 3D API and layered upon it a "retained mode" 3D API. [18]
Therefore, driver vendors cannot assume that the interface that they send traffic to is implemented by the last driver in the chain. In order to write applications using NDIS, one can use samples that accompany Microsoft's Windows Driver Kit (WDK). The "PassThru" sample is a good starting point for intermediate drivers as it implements all the ...