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I'm on the edge of starting a large refactor round in our software. At the moment, the render component is still based upon DX9. The new version will use DX10.

Before I start, are there any important and well written guides or overviews on porting DX9 to DX10? I have found some minor information, but can't find any well written posts, guides, or overviews. I want to prevent myself from making 'classical' mistakes, which I could prevent by reading before starting to port.

My intent is to read up on "general" porting guides as well as more specific examples. The software renders both meshes as well as volumes so information on these topics is much appreciated. Other keywords are - but not exclusively - : buffers, memory management, and multi-gpu.

bastijn
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Since it seems no-one has a definite list, I will start collecting my findings in a separate answer as well. To the best of my knowledge, very limited information is available on the web about this subject.

General

Buffer differences

bastijn
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The biggest difference is there are no cards that support partial features. A card either supports Direct3D 10 or not. If you want your application to run on old hardware, or on XP, then it needs to be dual-mode DirectX 9 or 10. If it only needs to run on supported graphics cards on Vista or higher, then it can be 10 only.

AFAICT, MSDN does not give a differences guide. They treat Direct3D 10 as a new API in parallel with other APIs. See here. I did find one useful summary of differences here.

Steve C
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  • Hm, not really what I am looking for. Although a page accessible from your link is usefull: http://msdn.microsoft.com/en-us/library/windows/desktop/ee416643(v=VS.85).aspx – bastijn Dec 21 '11 at 08:01
  • "If you want your application to run on old hardware" Not true any more with DirectX 11, as there is now thing called [a feature level](http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx) – Suma Jan 04 '12 at 09:14