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DirectDraw (ddraw.dll) is an API that used to be a part of Microsoft's DirectX API. DirectDraw is used to accelerate rendering of 2D graphics in applications. DirectDraw also allows applications to run fullscreen or embedded in a window such as most other MS Windows applications. DirectDraw uses hardware acceleration if it is available on the client's computer. DirectDraw allows direct access to video memory, hardware overlays, hardware blitters, and page flipping. Its video memory manager can manipulate video memory with ease, taking full advantage of the blitting and color decompression capabilities of different types of display adapters.
Because DirectDraw is a 2D API, it contains commands for 2D rendering and does not support 3D hardware acceleration. A programmer could use DirectDraw to draw 3D graphics, but the rendering would be slow compared to an API such as Direct3D which does support 3D hardware acceleration.
DirectDraw was introduced for Windows Mobile in Windows Mobile 5.0, replacing the graphics component of GAPI, which was then deprecated. [1]
With the release of DirectX version 8.0, DirectDraw was merged into a new package called DirectX Graphics, which extended Direct3D with a few DirectDraw API additions. DirectDraw can still be used by programmers, but they must use older DirectX interfaces (DirectX 7 and below).
In June 2010, DirectDraw was removed from the DirectX SDK package, [2] but in 2012, the DirectX SDK was merged into the Windows Platform SDK, and DirectDraw was included once again.
There has been a deterioration of Windows compatibility with old games that rely upon DirectDraw, with Command & Conquer , Warcraft 2 , and Theme Hospital among those affected. In newer Windows versions, some games will refuse to run under a 32-bit bit depth ( Dangerous Waters for example), others showing a black screen or glitching when switched out. Re-implementation of DirectDraw has been observed to fix these compatibility problems. Commonly used replacements include:
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Wine is a free and open-source compatibility layer to allow application software and computer games developed for Microsoft Windows to run on Unix-like operating systems. Developers can compile Windows applications against WineLib to help port them to Unix-like systems. Wine is predominantly written using black-box testing reverse-engineering, to avoid copyright issues. No code emulation or virtualization occurs. Wine is primarily developed for Linux and macOS.
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.
The Graphics Device Interface (GDI) is a legacy component of Microsoft Windows responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. It was superseded by DirectDraw API and later Direct2D API. Windows apps use Windows API to interact with GDI, for such tasks as drawing lines and curves, rendering fonts, and handling palettes. The Windows USER subsystem uses GDI to render such UI elements as window frames and menus. Other systems have components that are similar to GDI; for example: Mac OS has QuickDraw, and Linux and Unix have X Window System core protocol.
A graphics processing unit (GPU) is a specialized electronic circuit initially designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. After their initial design, GPUs were found to be useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. Other non-graphical uses include the training of neural networks and cryptocurrency mining.
QuickDraw 3D, or QD3D for short, is a 3D graphics API developed by Apple Inc. starting in 1995, originally for their Macintosh computers, but delivered as a cross-platform system.
In computing, D3DX is a high level API library which is written to supplement Microsoft's Direct3D graphics API. The D3DX library was introduced in Direct3D 7, and subsequently was improved in Direct3D 9. It provides classes for common calculations on vectors, matrices and colors, calculating look-at and projection matrices, spline interpolations, and several more complicated tasks, such as compiling or assembling shaders used for 3D graphic programming, compressed skeletal animation storage and matrix stacks. There are several functions that provide complex operations over 3D meshes like tangent-space computation, mesh simplification, precomputed radiance transfer, optimizing for vertex cache friendliness and strip reordering, and generators for 3D text meshes. 2D features include classes for drawing screen-space lines, text and sprite based particle systems. Spatial functions include various intersection routines, conversion from/to barycentric coordinates and bounding box and sphere generators.
Xgl is an obsolete display server implementation supporting the X Window System protocol designed to take advantage of modern graphics cards via their OpenGL drivers, layered on top of OpenGL. It supports hardware acceleration of all X, OpenGL and XVideo applications and graphical effects by a compositing window manager such as Compiz or Beryl. The project was started by David Reveman of Novell and first released on January 2, 2006. It was removed from the X.org server in favor of AIGLX on June 12, 2008.
Desktop Window Manager is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows.
Windows Display Driver Model is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista.
Adreno is a series of graphics processing unit (GPU) semiconductor intellectual property cores developed by Qualcomm and used in many of their SoCs.
DirectX Graphics Infrastructure (DXGI) is a user-mode component of Microsoft Windows which provides a mapping between particular graphics APIs such as Direct3D 10.0 and above and the graphics kernel, which in turn interfaces with the user-mode Windows Display Driver Model driver. DXGI provides objects to handle tasks such as enumerating graphics adapters and monitors, enumerating display modes, choosing buffer formats, sharing resources between processes, and presenting rendered frames to a window or monitor for display.
Direct2D is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008.
DirectWrite is a text layout and glyph rendering API by Microsoft. It was designed to replace GDI/GDI+ and Uniscribe for screen-oriented rendering and was first shipped with Windows 7 and Windows Server 2008 R2, as well as Windows Vista and Windows Server 2008. DirectWrite is hardware-accelerated when running on top of Direct2D, but can also use the CPU to render on any target, including a GDI bitmap.
ANGLE is an open source, cross-platform graphics engine abstraction layer developed by Google. ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls. It is a portable version of OpenGL but with limitations of OpenGL ES standard.
GPU virtualization refers to technologies that allow the use of a GPU to accelerate graphics or GPGPU applications running on a virtual machine. GPU virtualization is used in various applications such as desktop virtualization, cloud gaming and computational science.
Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and it is also designed to work with modern multi-core CPUs.
Feature levels in Direct3D define strict sets of features required by certain versions of the Direct3D API and runtime, as well as additional optional feature levels available within the same API version.