[转]DirectX and .NET[英]
With the DirectX SDK (June 2010) release and the addition of support for Visual Studio 2010, I’ve been seeing a lot of questions of the form:
How do I create a DirectX .NET application in Visual Studio 2010? I can’t find Microsoft.DirectX to add to my project but I have the DirectX SDK (June 2010) release installed.
As with many seemingly simple questions on a technical topic, this one is actually quite complex.
Back in the days of DirectX 7 and DirectX 8, there was support included for using DirectX from Visual Basic. While most developers used DirectX APIs via C and C++, there was intense interest in the hobbyist community to access this technology. Thus the focus on enabling Visual Basic developers. When working on DirectX 9, Visual Basic had become unified with the .NET family of languages and thus Managed DirectX 1.1 was created (with a great deal of individual passion and effort from Tom Miller and others on the DirectX team at the time). It was designed for the .NET 1.1 Runtime, and include managed wrappers for the whole family of DirectX technology: Direct3D 9, D3DX9, DXDIAG, DirectDraw, DirectInput, DirectPlay, DirectSound, and a simple wrapper for DirectShow. The focus shifted from the Visual Basic language to C#, although VB .NET could still be used.
Note: The DirectX 7 and 8 Visual Basic 6.0 support I mention here is no longer available as of Windows Vista. It was part of DirectX 9.0c and was included with Windows XP Service Pack 2&3, Windows Server 2003 Service Pack 1 & 2, and Windows XP Professional x64 Edition.
Managed DirectX 1.1 as it stands today is deprecated. It was last updated in April 2006 to match that version of D3DX9, while the Managed DirectX 1.1 documentation was last updated in August 2005. The last DirectX SDK to include the samples and documentation for Managed DirectX 1.1 was August 2006. Since that time, we’ve continued to include the Managed DirectX 1.1 assemblies in the DirectX SDK Developer Runtime, the DirectSetup REDIST folder, the DirectX End-User Runtime package, and the DirectX End-User Runtime Web Installer to simplify legacy deployment and support existing applications that relied on it. This last support for Managed DirectX 1.1 deployment is likely to be removed in a future DirectX SDK update.
At this point, Managed DirectX 1.1 is really beginning to show it's age.
- Since the last version of D3DX9 supported by Managed DirectX 1.1 is April 2006, it makes use of a very outdated version of the HLSL compiler.
- The Managed DirectX 1.1 assemblies are 32-bit only, so you cannot use them from an x64 native .NET application (
/platform:anycpu
on a Windows x64 system). You must build with/platform:x86
and stay within the limits of the 2 GB memory space of 32-bit applications. - The assemblies only support the legacy DirectX API set, with no support for Direct3D9Ex, Direct3D 10.x, Direct3D 11, Direct2D, DirectWrite, DXGI, D3DX10, D3DX11, XAUDIO2, XACT, XINPUT, etc.
- Since Managed DirectX 2.0 was never released in production form, the Managed DirectX 1.1 assemblies still reflect .NET 1.1 design principles and does not support or make use of .NET 2.0 constructs.
- Managed DirectX 1.1 while compatible with .NET 2.0 (and the .NET 3.0 and .NET 3.5 extensions of the 2.0 runtime), is not compatible with .NET 4.0
The last bullet here is the heart of the issue I started out with in this post. The Visual Studio 2010 toolset only supports developing .NET 4.0 applications, and therefore Managed DirectX 1.1 as a .NET 1.1 technology is not supported by Visual Studio 2010. BTW, it is possible to use the Visual Studio 2010 IDE to build .NET 2.0 applications using older toolsets through multi-targeting, but this is really using legacy tools which do work with .NET 1.1 era assemblies.
The modern version of the DirectX SDK is designed for C/C++ native developers. If you are looking for .NET solutions for using DirectX technology, there are many options available although the choice of solution depends on your specific needs:
- XNA Game Studio is the solution aimed directly at indie game developers looking to create Direct3D games on Windows, Xbox 360, Zune, and Windows Phone 7. It has some limitations (requires
/platform:x86
, no support for DirectX 10.x or DirectX 11, more focused DirectX API support, no support for Windows Store or Windows phone, content pipeline only works with VS 2010), but includes numerous tools and a vibrant developer community. Those original hobbyist developers Tom Miller wanted to help are very well served by this product, as is the professional and indie game developer looking for a complete solution for writing .NET games. Monogame is also an open-source alternative to XNA Game Studio. - For a developer using the Windows Presentation Foundation but wants to use the new DirectX 11 APIs, the Windows API Code Pack provides managed assemblies for Direct3D 10.1, Direct3D 11, Direct2D, DirectWrite, DXGI, and the Windows Imaging Library (WIC) along with many other Windows 7 features. The latest version supports .NET 4.0, and x64 native “anycpu” applications. Note you still need to install the DirectX SDK to get the HLSL compiler (
FXC.EXE
) tool. - For developers who are invested in Managed DirectX 1.1 but are looking for updates to address the limitations I note above for Win32 desktop applications, the open source SlimDX library is designed to mimic Managed DirectX 1.1 for just this purpose. It includes support for x64 native “anycpu” applications, includes modern DirectX support, and is compatible with the .NET 4.0 runtime.
- SharpDX another option for C# and is currently the preferred solution for 'modern' Microsoft platforms including Windows Store and Windows phone 8.
- If you are a media developer using DirectShow and want a more complete solution than the simple Managed DirectX 1.1 wrapper, the open source directshow.netlibrary may be useful to you, although it doesn’t yet appear to have been updated to be .NET 4.0 compatible.
If these solutions don’t work for you, you can always write your own managed wrapper using standard native interop constructs or use Managed C++/CLI to write the DirectX portion of your application in C/C++ using the DirectX SDK. The Windows Presentation Foundation D3DImageclass can be a useful way to do this interop, although the use of Direct3D9Ex on Windows Vista and Windows 7 can cause some problems with components like D3DX9 which you should watch out for.
.NET 1.1 Framework: Note that the .NET 1.1 Framework is not supported on either Windows 7 or Windows 8.x.
Win2D: Another option to consider is ShawnHar's latest project for using Direct2D/DirectWrite from C# or C++/CX.
原文链接:DirectX and .NET
[转]DirectX and .NET[英]的更多相关文章
- 关于VS2010 C#使用DirectX的问题[英]
转载的,就不翻译了…微软把精力放到xna去了.所以推荐大家用XNA,如果非要用托管的DirectX也可以,只不过版本一直是2006年的了. 具体方法: 安装SDK之后 他默认的位置在C:\WINDOW ...
- 搭把手教美工妹妹如何通过升级SSD提升电脑性能
-----by LinHan 不单单适用于妹子,我这名的意思的妹子也能看懂. 以下教程依据实践和部分互联网资料总结得出,向博客园, CSDN的前辈们致谢:同时,如有说的不正确或有不到位的地方,麻烦指出 ...
- C# WPF 显示图片和视频显示 EmuguCv、AForge.Net测试
WPF 没有用到 PictureBox, 而是用Image代替. 下面我试着加载显示一个图片 . XAML <Image x:Name="srcImg"Width=" ...
- 新机上岗 Core i7-4790 @ 3.60GHz 四核 / 16 GB ( 金士顿 DDR3 1866MHz ) / GeForce GTX 970 ( 4 GB / 七彩虹 )
新机上岗 ==============================电脑型号 华硕 All Series 台式电脑操作系统 Windows 7 旗舰版 64位 SP1 ( DirectX 11 ) ...
- Win系统下制作U盘CLOVER引导+安装原版Mavericks10.9
啃苹果有一段时间了,之前一直用白苹果,但是白苹果配置有所限制,对于我搞音频的人来讲,显得有点拖沓.所以研究了将近2年的黑苹果,最近心血来潮给大家一个比较傻瓜式的教程,首先强调一点,黑苹果是需要折腾的, ...
- B450配置
电脑型号 联想 B450 笔记本电脑 (扫描时间:2015?5?7?操作系统 Windows 7 旗舰版 32位 SP1 ( DirectX 11 ) 处理器 英特尔 酷睿2 双核 T9800 @ ...
- 固态硬盘Ghost安装Windows 10无法引导的问题
机器配置如下: 电脑型号 技嘉 B360M POWER 台式电脑 操作系统 Windows 10 64位 ( DirectX 12 ) 处理器 英特尔 Core i7-8700 @ 3.20GHz 六 ...
- 在配有英特尔® Iris™ 显卡的系统上通过优化对 Just Cause 3 进行增强
高端 PC 继续通过高性能显卡驱动桌面游戏. 一流的"梦想机器"基于第六代智能 英特尔® 酷睿™ 处理器i7-6700K等 CPU,通常与高端独立显卡配合使用以运行要求最严苛的游戏 ...
- Microsoft Windows* SDK May 2010 或较新版本(兼容 2010 年 6 月 DirectX SDK)GPU Detect
原文链接 下载代码样本 特性/描述 日期: 2016 年 5 月 5 日 GPU Detect 是一种简短的示例,演示了检测系统中主要显卡硬件(包括第六代智能英特尔® 酷睿™ 处理器产品家族)的方式. ...
随机推荐
- Oracle用户权限及死锁
Oracle用户权限表 oracle数据库中涉及到用户权限的三个表,dba_users,all_users,user_users有什么区别 dba_开头的是查全库所有的,all_开头的是查当前用户可以 ...
- grafana 安装- 曲线图展示每秒新增数据量
下载: https://dl.grafana.com/oss/release/grafana-5.4.2.windows-amd64.zip 解压就能用 添加数据源 添加查询条件 sql 模式编写查询 ...
- AR中的SLAM(二)
写在前面 本文想讨论一下AR的架构和SLAM在其中的作用. AR AR的框架可以简单划分为感知和交互两部分. 感知部分主要负责信息的收集和处理.信息主要通过不同的传感器收集,包括图像.设备加速度.距离 ...
- reentrantlock用于替代synchronized
1.①使用reentrantlock可以完成同样的功能 ②需要注意的是,必须要必须要必须要手动释放锁(重要的事情说三遍) ③使用syn锁定的话如果遇到异常,jvm会自动释放锁,但是lock必须 ...
- Ubuntu 16.04 c++ Google框架单元测试
环境:Ubuntu 16.04 在github网站上下载gtest框架:终端输入git clone https://github.com/google/googletest.git 然后找到 gool ...
- 记一次es和mq的netty冲突
1.今天在服务里面加了 es 6.4的 依赖包后,在预发布测试时候出现了下列的问题 看了 半天,最后发现是 es的 jar包 和 mq的 netty包 有冲突.然后去idea的 jar包依赖里面查 ...
- leetcode之二叉树的层序遍历
1.题目描述 2.题目分析 二叉树的层序遍历主要算法思想是使用 队列这一数据结构实现,这个数据结构多应用在和 图相关的算法.例如图的广度优先遍历就可以使用队列的方法实现.本题的关键在于如何识别出一层已 ...
- Redis学习---Redis操作之List
List操作,redis中的List在在内存中按照一个name对应一个List来存储 lpush(name,values) --> 实际上是左添加 # 在name对应的list中添加元素,每个新 ...
- Provisional headers are shown
问题: Chrome请求出现"Provisional headers are shown": 原因: 这种一般是由于浏览器端的插件或客户端的软件对请求进行了拦截:我们出现的情况,是 ...
- EntityFramework Core2.0 多对多关系配置
在EF6.0 中,多对多关系配置时,系统会自动生成第三张表,来将两张有互相约束关系的表联系起来,但是在EF Core2.0中,我们需要手动建立第三张表,比如说有两个模型Passage.cs和Cat ...