Living without D3DX
direct3d, dxsdkOriginally posted to Chuck Walbourn's Blog on MSDN,
Over the past few years, I’ve been working on a number of projects in part motivated by the need to replace legacy D3DX functionality. As noted on Microsoft Docs, all versions of D3DX are deprecated and are not shipped with the Windows 8.x SDK. This includes D3DX9, D3DX10, and D3DX11. There are plenty of options for moving existing code over to newer, more supportable solutions most of which are now shared-source.
I’ve built a number of porting notes tables for each of these topics, and then realized today I don’t have a single place to see it all. So here it is, the “D3DX porting mega-table” for Direct3D 11.
There is an option for obtaining the deprecated D3DX9, D3DX10, and/or D3DX11 libraries without using the legacy DirectX SDK or redist via NuGet. The open source replacements listed below are still preferable. See this blog post for more details.
Direct3D 9: There are limited replacements for the functionality in D3DX9 if you are still using Direct3D 9. You can make use of D3DCompile APIs directly with the legacy DirectX SDK, but newer versions of the D3DCompile DLL in the Windows 8.x SDK are not compatible with Windows XP for runtime use. You can use DirectXMath for Direct3D 9 instead of D3DXMath or XNAMath via NuGet. You can find Direct3D 9 versions of DDSTextureLoader, WICTextureLoader, and ScreenGrab on GitHub. You can use DirectXTex and DirectXMesh when preparing content for use by Direct3D 9 (the texconv tool supports a -dx9
switch for this purpose).
Direct3D 10: The best option for Direct3D 10.x applications is to update them to use Direct3D 11, and then utilize all the options here to replace legacy D3XD10. Porting the API is very straightforward, and Direct3D 11 is available on all supported platforms that have Direct3D 10.
Direct3D 12: There is a header that ships in the DirectX 12 samples on GitHub called d3dx12.h
. It is all inline utility header which has no DLL or redistributable dependency, and can be used under the MIT license. It is not included in the Windows SDK. If you are looking for additional functionality, see the DirectX Tool Kit for DirectX 12, DirectXTex and DirectXMesh.
Related: Where is the DirectX SDK?, DirectX SDKs of a certain age, DXUT for Win32 Desktop Update, DirectX SDK Samples Catalog, DirectX SDK Tools Catalog
CodePlex: All CodePlex links will redirect to the Microsoft organizational section of GitHub as CodePlex has been shutdown.
General Helpers
The DirectX Tool Kit provides a number of helpers that are designed to simplify Direct3D 11 programming in the tradition of the original D3DX library. You can find the library on GitHub.
ID3DX10Sprite |
SpriteBatch |
ID3DX10Font |
SpriteFont |
ID3DX10Mesh |
Model |
D3DXCreateBox |
GeometricPrimitive |
D3DXCreatePolygon |
PrimitiveBatch |
D3DX11CreateShaderResourceViewFromFile |
CreateXXXTextureFromFile |
D3DX11CreateShaderResourceViewFromResource |
CreateXXXTextureFromMemory |
D3DX11CreateTextureFromFile |
CreateXXXTextureFromFile |
D3DX11CreateTextureFromResource |
CreateXXXTextureFromMemory |
D3DX11SaveTextureToFile |
SaveXXXTextureToFile |
The DXERR library is another helper that shipped in the legacy DirectX SDK. In Windows 8.x or later, you can just use FormatMessage
to use the built-in error descriptions which support DirectX. Otherwise, the best replacement is to compile your own version of DXERR.
DXGetErrorString |
See Where's DXERR.LIB? |
HLSL Functions
The HLSL compiler, shader reflection API, and related functionality has been broken out into it’s own D3DCompile DLL for some time. D3DCompile is in the Windows 8.x SDK and is included with VS 2012 and VS 2013 Preview.
D3DXCompileShaderFromFile |
D3DCompileFromFile |
D3DXCompileShader |
D3DCompile |
D3DXCompileShaderFromResource |
No direct equivalent. Can use resource APIs and then D3DCompile above. |
D3DXPreprocessShader |
D3DPreprocess |
D3DXDisassembleShader |
D3DDisassemble |
D3D10ReflectShader |
D3DReflect D3D11Reflect |
ID3DXBuffer |
ID3DBlob |
D3DXCreateBuffer |
D3DCreateBlob |
D3D10GetInputSignatureBlob |
D3DGetBlobPart |
Texture Functions
The DirectXTex library is primarily intended for texture processing offline with tools, although it can also be used at runtime for doing texture block compression, mipmap generation, or handling more general image processing needs. DirectXTK is intended for use at runtime with light-weight helpers and image loaders, but does not provide support for general runtime texture format conversion. You can find both libraries on GitHub.
D3DX11ComputeNormalMap |
DirectXTex library, ComputeNormalMap |
D3DX11CreateShaderResourceViewFromFile
D3DX11CreateTextureFromFile |
DDSTextureLoader: CreateDDSTextureFromFile WICTextureLoader: CreateWICTextureFromFile DirectXTex library (tools), LoadFromXXXFile then CreateShaderResourceView or CreateTexture |
D3DX11CreateShaderResourceViewFromMemory
D3DX11CreateTextureFromMemory |
DDSTextureLoader: CreateDDSTextureFromMemory WICTextureLoader: CreateWICTextureFromMemory DirectXTex library (tools), LoadFromXXXMemory then CreateShaderResourceView or CreateTexture |
D3DX11CreateShaderResourceViewFromResource
D3DX11CreateTextureFromResource |
No direct equivalent, can use Win32 resource functions and then the 'from memory' APIs above. |
D3DX11FilterTexture |
DirectXTex library, GenerateMipMaps and GenerateMipMaps3D |
D3DX11GetImageInfoFromFile |
DirectXTex library, GetMetadataFromXXXFile |
D3DX11GetImageInfoFromMemory |
DirectXTex library, GetMetadataFromXXXMemory |
D3DX11GetImageInfoFromResource |
No direct equivalent, can use Win32 resource functions and then the 'from memory' APIs above. |
D3DX11LoadTextureFromTexture |
DirectXTex library, Resize , Convert , Compress , Decompress , and/or CopyRectangle |
D3DX11SaveTextureToFile |
ScreenGrab: SaveDDSTextureToFile or SaveWICTextureToFile
DirectXTex library, CaptureTexture then SaveToXXXFile |
D3DX11SaveTextureToMemory |
DirectXTex library, CaptureTexture then SaveToXXXMemory |
Geometry Functions
The DirectXMesh library is intended for geometry processing offline with tools, although it can be used at runtime. You can find the library on GitHub.
D3DXCleanMesh |
Clean |
D3DXComputeNormals |
ComputeNormals |
D3DXComputeTangent |
ComputeTangentFrame |
ID3DX10Mesh::GenerateAdjacencyAndPointReps |
GenerateAdjacencyAndPointReps |
ID3DX10Mesh::GenerateGSAdjacency |
GenerateGSAdjacency |
ID3DX10Mesh::Optimize |
AttributeSort |
D3DXOptimizeFaces |
OptimizeFaces |
D3DXOptimizeVertices |
OptimizeVertices |
D3DXValidMesh |
Validate |
D3DXWeldVertices |
WeldVertices |
D3DXGetFVFVertexSize |
FlexibleVertexFormat.h |
Math
The legacy D3DXMath library has been replaced by DirectXMath. The library is in the Windows 8.x SDK or later, as well as being available on GitHub. You may also want to take a look at the SimpleMath wrapper.
D3DXFLOAT16 |
HALF |
D3DXMATRIXA16 |
XMMATRIX or XMFLOAT4X4A |
D3DXMATRIX |
XMFLOAT4X4 |
D3DXQUATERNION
D3DXPLANE
D3DXCOLOR |
XMVECTOR is used rather than having unique types, so you will likely need to use an XMFLOAT4 |
D3DXVECTOR2 |
XMFLOAT2 |
D3DXVECTOR2_16F |
XMHALF2 |
D3DXVECTOR3 |
XMFLOAT3 |
D3DXVECTOR4 |
XMFLOAT4
(or if you can guarantee the data is 16-byte aligned, XMVECTOR or XMFLOAT4A ) |
D3DXVECTOR4_16F |
XMHALF4 |
D3DX_PI |
XM_PI |
D3DX_1BYPI |
XM_1DIVPI |
D3DXToRadian |
XMConvertToRadians |
D3DXToDegree |
XMConvertToDegrees |
D3DXBoxBoundProbe |
BoundingBox::Intersects(XMVECTOR, XMVECTOR, float&) |
D3DXComputeBoundingBox |
BoundingBox::CreateFromPoints |
D3DXComputeBoundingSphere |
BoundingSphere::CreateFromPoints |
D3DXSphereBoundProbe |
BoundingSphere::Intersects(XMVECTOR, XMVECTOR, float&) |
D3DXIntersectTriFunction |
TriangleTests::Intersects |
D3DXFloat32To16Array |
XMConvertFloatToHalfStream |
D3DXFloat16To32Array |
XMConvertHalfToFloatStream |
D3DXVec2Length |
XMVector2LengthEst |
D3DXVec2LengthSq |
XMVector2LengthSq |
D3DXVec2Dot |
XMVector2Dot |
D3DXVec2CCW |
XMVector2Cross |
D3DXVec2Add |
XMVectorAdd |
D3DXVec2Subtract |
XMVectorSubtract |
D3DXVec2Minimize |
XMVectorMin |
D3DXVec2Maximize |
XMVectorMax |
D3DXVec2Scale |
XMVectorScale |
D3DXVec2Lerp |
XMVectorLerpV |
D3DXVec2Normalize |
XMVector2NormalizeEst |
D3DXVec2Hermite |
XMVectorHermiteV |
D3DXVec2CatmullRom |
XMVectorCatmullRomV |
D3DXVec2BaryCentric |
XMVectorBaryCentricV |
D3DXVec2Transform |
XMVector2Transform |
D3DXVec2TransformCoord |
XMVector2TransformCoord |
D3DXVec2TransformNormal |
XMVector2TransformNormal |
D3DXVec2TransformArray |
XMVector2TransformStream |
D3DXVec2TransformCoordArray |
XMVector2TransformCoordStream |
D3DXVec2TransformNormalArray |
XMVector2TransformNormalStream |
D3DXVec3Length |
XMVector3LengthEst |
D3DXVec3LengthSq |
XMVector3LengthSq |
D3DXVec3Dot |
XMVector3Dot |
D3DXVec3Cross |
XMVector3Cross |
D3DXVec3Add |
XMVectorAdd |
D3DXVec3Subtract |
XMVectorSubtract |
D3DXVec3Minimize |
XMVectorMin |
D3DXVec3Maximize |
XMVectorMax |
D3DXVec3Scale |
XMVectorScale |
D3DXVec3Lerp |
XMVectorLerpV |
D3DXVec3Normalize |
XMVector3NormalizeEst |
D3DXVec3Hermite |
XMVectorHermiteV |
D3DXVec3CatmullRom |
XMVectorCatmullRomV |
D3DXVec3BaryCentric |
XMVectorBaryCentricV |
D3DXVec3Transform |
XMVector3Transform |
D3DXVec3TransformCoord |
XMVector3TransformCoord |
D3DXVec3TransformNormal |
XMVector3TransformNormal |
D3DXVec3TransformArray |
XMVector3TransformStream |
D3DXVec3TransformCoordArray |
XMVector3TransformCoordStream |
D3DXVec3TransformNormalArray |
XMVector3TransformNormalStream |
D3DXVec3Project |
XMVector3Project |
D3DXVec3Unproject |
XMVector3Unproject |
D3DXVec3ProjectArray |
XMVector3ProjectStream |
D3DXVec3UnprojectArray |
XMVector3UnprojectStream |
D3DXVec4Length |
XMVector4LengthEst |
D3DXVec4LengthSq |
XMVector4LengthSq |
D3DXVec4Dot |
XMVector4Dot |
D3DXVec4Add |
XMVectorAdd |
D3DXVec4Subtract |
XMVectorSubtract |
D3DXVec4Minimize |
XMVectorMin |
D3DXVec4Maximize |
XMVectorMax |
D3DXVec4Scale |
XMVectorScale |
D3DXVec4Lerp |
XMVectorLerpV |
D3DXVec4Cross |
XMVector4Cross |
D3DXVec4Normalize |
XMVector4NormalizeEst |
D3DXVec4Hermite |
XMVectorHermiteV |
D3DXVec4CatmullRom |
XMVectorCatmullRomV |
D3DXVec4BaryCentric |
XMVectorBaryCentricV |
D3DXVec4Transform |
XMVector4Transform |
D3DXVec4TransformArray |
XMVector4TransformStream |
D3DXMatrixIdentity |
XMMatrixIdentity |
D3DXMatrixDeterminant |
XMMatrixDeterminant |
D3DXMatrixDecompose |
XMMatrixDecompose |
D3DXMatrixTranspose |
XMMatrixTranspose |
D3DXMatrixMultiply |
XMMatrixMultiply |
D3DXMatrixMultiplyTranspose |
XMMatrixMultiplyTranspose |
D3DXMatrixInverse |
XMMatrixInverse |
D3DXMatrixScaling |
XMMatrixScaling |
D3DXMatrixTranslation |
XMMatrixTranslation |
D3DXMatrixRotationX |
XMMatrixRotationX |
D3DXMatrixRotationY |
XMMatrixRotationY |
D3DXMatrixRotationZ |
XMMatrixRotationZ |
D3DXMatrixRotationAxis |
XMMatrixRotationAxis |
D3DXMatrixRotationQuaternion |
XMMatrixRotationQuaternion |
D3DXMatrixRotationYawPitchRoll |
XMMatrixRotationRollPitchYaw
(Note the order of parameters is different:
D3DXMath takes yaw, pitch, roll,
DirectXMath takes pitch, yaw, roll) |
D3DXMatrixTransformation |
XMMatrixTransformation |
D3DXMatrixTransformation2D |
XMMatrixTransformation2D |
D3DXMatrixAffineTransformation |
XMMatrixAffineTransformation |
D3DXMatrixAffineTransformation2D |
XMMatrixAffineTransformation2D |
D3DXMatrixLookAtRH |
XMMatrixLookAtRH |
D3DXMatrixLookAtLH |
XMMatrixLookAtLH |
D3DXMatrixPerspectiveRH |
XMMatrixPerspectiveRH |
D3DXMatrixPerspectiveLH |
XMMatrixPerspectiveLH |
D3DXMatrixPerspectiveFovRH |
XMMatrixPerspectiveFovRH |
D3DXMatrixPerspectiveFovLH |
XMMatrixPerspectiveFovLH |
D3DXMatrixPerspectiveOffCenterRH |
XMMatrixPerspectiveOffCenterRH |
D3DXMatrixPerspectiveOffCenterLH |
XMMatrixPerspectiveOffCenterLH |
D3DXMatrixOrthoRH |
XMMatrixOrthographicRH |
D3DXMatrixOrthoLH |
XMMatrixOrthographicLH |
D3DXMatrixOrthoOffCenterRH |
XMMatrixOrthographicOffCenterRH |
D3DXMatrixOrthoOffCenterLH |
XMMatrixOrthographicOffCenterLH |
D3DXMatrixShadow |
XMMatrixShadow |
D3DXMatrixReflect |
XMMatrixReflect |
D3DXQuaternionLength |
XMQuaternionLength |
D3DXQuaternionLengthSq |
XMQuaternionLengthSq |
D3DXQuaternionDot |
XMQuaternionDot |
D3DXQuaternionIdentity |
XMQuaternionIdentity |
D3DXQuaternionIsIdentity |
XMQuaternionIsIdentity |
D3DXQuaternionConjugate |
XMQuaternionConjugate |
D3DXQuaternionToAxisAngle |
XMQuaternionToAxisAngle |
D3DXQuaternionRotationMatrix |
XMQuaternionRotationMatrix |
D3DXQuaternionRotationAxis |
XMQuaternionRotationAxis |
D3DXQuaternionRotationYawPitchRoll |
XMQuaternionRotationRollPitchYaw
(Note the order of parameters is different:
D3DXMath takes yaw, pitch, roll,
DirectXMath takes pitch, yaw, roll) |
D3DXQuaternionMultiply |
XMQuaternionMultiply |
D3DXQuaternionNormalize |
XMQuaternionNormalizeEst |
D3DXQuaternionInverse |
XMQuaternionInverse |
D3DXQuaternionLn |
XMQuaternionLn |
D3DXQuaternionExp |
XMQuaternionExp |
D3DXQuaternionSlerp |
XMQuaternionSlerpV |
D3DXQuaternionSquad |
XMQuaternionSquadV |
D3DXQuaternionSquadSetup |
XMQuaternionSquadSetup |
D3DXQuaternionBaryCentric |
XMQuaternionBaryCentricV |
D3DXPlaneDot |
XMPlaneDot |
D3DXPlaneDotCoord |
XMPlaneDotCoord |
D3DXPlaneDotNormal |
XMPlaneDotNormal |
D3DXPlaneScale |
XMVectorScale |
D3DXPlaneNormalize |
XMPlaneNormalizeEst |
D3DXPlaneIntersectLine |
XMPlaneIntersectLine |
D3DXPlaneFromPointNormal |
XMPlaneFromPointNormal |
D3DXPlaneFromPoints |
XMPlaneFromPoints |
D3DXPlaneTransform |
XMPlaneTransform |
D3DXPlaneTransformArray |
XMPlaneTransformStream |
D3DXColorNegative |
XMColorNegative |
D3DXColorAdd |
XMVectorAdd |
D3DXColorSubtract |
XMVectorSubtract |
D3DXColorScale |
XMVectorScale |
D3DXColorModulate |
XMColorModulate |
D3DXColorLerp |
XMVectorLerpV |
D3DXColorAdjustSaturation |
XMColorAdjustSaturation |
D3DXColorAdjustContrast |
XMColorAdjustContrast |
D3DXFresnelTerm |
XMFresnelTerm |
Spherical Harmonics Math
The SHmath library is available as an add-on for DirectXMath.
XMSHEvalDirection |
Evaluates the Spherical Harmonic basis functions. Equivalent to D3DXSHEvalDirection function. |
XMSHRotate |
Rotates SH vector by a rotation matrix. Equivalent to the <a href="https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-d3dxshrotate>D3DXSHRotate</a> function. |
XMSHRotateZ |
Rotates the SH vector in the Z axis by an angle. Equivalent to the D3DXSHRotateZ function. |
XMSHAdd |
Adds two SH vectors. Equivalent to the <a href="https://docs.microsoft.com/en-us/windows/desktop/direct3d9/d3dxshadd>D3DXSHAdd</a> function. |
XMSHScale |
Scales a SH vector. Equivalent to the D3DXSHScale function. |
XMSHDot |
Computes the dot product of two SH vectors. Equivalent to the D3DXSHDot function. |
XMSHMultiply |
Computes the product of two functions represented using SH. Equivalent to D3DXSHMultiply2, D3DXSHMultiply3 , D3DXSHMultiply4 , D3DXSHMultiply5 , and D3DXSHMultiply6 . |
XMSHEvalDirectionalLight |
Evaluates a directional light and returns spectral SH data. Equivalent to the D3DXSHEvalDirectionalLight function. |
XMSHEvalSphericalLight |
Evaluates a spherical light and returns spectral SH data. Equivalent to the D3DXEvalSphericalLight function. |
XMSHEvalConeLight |
Evaluates a light that is a cone of constant intensity and returns spectral SH data. Equivalent to the D3DXSHEvalConeLight function. |
XMSHEvalHemisphereLight |
Evaluates a light that is a linear interpolant between two colors over the sphere. Equivalent to the D3DXSHEvalHemisphereLight function. |
SHProjectCubeMap |
Projects a function represented in a cube map into spherical harmonics. Equivalent to the D3DX11SHProjectCubeMap function. |
Math Matrix Stack
A DirectXMath-based version of D3DXCreateMatrixStack
/ ID3DXMATRIXStack
is available on the DirectXMath GitHub.
Effects (FX)
The Effects system for Direct3D 11 is primarily provided as a porting aid for older code. The library is available on GitHub.
D3DXCreateEffect |
D3DX11CompileEffectFromMemory |
D3DXCreateEffectFromFile |
D3DX11CompileEffectFromFile |
D3D10CreateEffectFromMemory |
D3DX11CreateEffectFromMemory |
D3DXCreateEffectPool |
Effects 11 does not support 'effect pools'
or D3DCOMPILE_EFFECT_CHILD_EFFECT .Effect groups provide a more efficient solution for common scenarios previously addressed with 'effect pools' |
D3DXDisassembleEffect |
D3DDisassemble
D3DDisassemble10Effect in D3DCompile |
Performance/Profiling
D3DX9 included the entry-points intercepted by PIX for Windows for performance profiling. This is now handled by the DirectX runtime directly and is monitored by the Visual Studio Graphics Diagnostics tool.
D3DPERF_BeginEvent |
ID3DUserDefinedAnnotation which is supported by the DirectX 11.1 runtime on Windows 8.x and Windows 7 Service Pack 1 + KB2670838 If using DirectX 11.2+, you can use ID3D11DeviceContext2 directly for BeginEventInt, SetMarkerInt, and EndEvent. For DirectX12, use the WinPixEventRuntime NuGet package. |
UVAtlas Functions
The UVAtlas library is intended for isochart creation offline with tools, although it can be used at runtime. You can find the library on GitHub.
D3DXUVAtlasCreate |
UVAtlasCreate |
D3DXUVAtlasPartition |
UVAtlasPartition |
D3DXUVAtlasPack |
UVAtlasPack |
D3DXComputeIMTFromPerVertexSignal |
UVAtlasComputeIMTFromPerVertexSignal |
D3DXComputeIMTFromPerTexelSignal |
UVAtlasComputeIMTFromPerTexelSignal |
D3DXComputeIMTFromSignal |
UVAtlasComputeIMTFromSignal |
D3DXComputeIMTFromTexture |
UVAtlasComputeIMTFromTexture |
XFile I/O
The DirectX® X-File format was dropped for Direct3D 10+, so if you need processing for these files the recommendation is to make use of the Microsoft.DXSDK.D3DX NuGet package and the associated D3DX XFile APIs such as ID3DXFile
which are hosted in the D3DX9_43.DLL
.
Avoid using the ‘inbox’ legacy X-File APIs such as
IDirectXFile
. Use of the D3DX9 version is much preferred for forward compatibilty. This older version is also x86 (32-bit) only.
Miscellaneous
D3DX9Anim | See the animation utility code for DirectX Tool Kit for DX11 / DX12.</tr> </tr> |
ID3DXRenderToSurface |
See the RenderTexture utility for DX11 / DX12. |
ID3DXLine |
Use of Direct2D either directly or via interop is the recommended solution for styled-lines and other "presentation" graphics rendering.
</tbody>
</table>
NoteCareful readers will note that there are a few omissions from this table. Use the [NuGet package](https://www.nuget.org/packages/Microsoft.DXSDK.D3DX) if you still need this functionality.
BackgroundA few folks have asked why the D3DX libraries were deprecated in the first place in the transition to the Windows 8.x SDK. D3DX has been a useful set of utility code for Direct3D applications since Direct3D 7, but has a presented a number of challenges over the years. The primary one is that as a 'closed-source' utility library; it was difficult to debug, resolve performance issues, or apply hot-fixes without taking a dependency on a newer release of the DirectX SDK. Second, with the security requirements that came with the adoption of the Secure Development Lifecycle (SDL) at Microsoft, the transition to a DLL rather than a static library created a redistribution requirement that complicated setup for many developers--note that static libraries have their own problems such as being specific to a particular release of the compiler including service pack level. D3DX9 itself became a bit bloated which resulted in a DLL larger than many EXEs that used it. Finally, the actual usable content of subsequent generations of D3DX left D3DX11 with not much in it. The need for useful utility code is still there, but it is now being solved with various 'shared-source' solutions rather than a monolithic closed-source DLL like D3DX. |