DirectX 9.0c (which includes the runtime web installer) is a selection of technologies developed by Microsoft which make running rich and immersive gaming on Windows systems possible.Most modern games require this prerequesite to be installed on your Windows system in order to function. The DirectX 9.0c package may be used to satisfy these requirements.DirectX 9.0c includes support for Pixel Shader and Vertex Shader 3.0, along with many new features across all technologies, which can be accessed by applications using DirectX.The latest version of the Windows Gaming API includes the new High-Level Shader Language which new games can take advantage of.It's already installed on Windows 7 and aboveWindows 7 comes with a newer version of DirectX but is fully compatible with all of the new features of DirectX 9.0 and above. Additionally, in order to take advantage of the features of DirectX, you must ensure that you have installed a DirectX compliant video card.If you're wanting an even newer version, DirectX 10 is also available. This version is the download of the redistributable version. That means it may be included in software packages or just simply used freely by anyone wishing to update their DirectX version on Windows XP or Windows 7 (32-bit).The package contains the installer for Windows XP, the installer for Windows 7 and is compatible with the redistributable from February 2010 and June 2010. This web installer package works with DirectX 9 graphics devices with WDDM 1.0 or higher drivers. In case you run into issues when installing this package, you may have an older video card that is not compatible with DirectX 9.0c.Please note: If you are using Windows 7 and a game or other programs requires you to have compatible video or audio driver installed, you should check to see whether there is a patch available for the game or program you have installed. In some cases, simply installing updated drivers for your video or audio card solves the problem. If updating drivers doesn't help, running the program in compatibility mode may.DirectShow accelerates video rendering hardware, and Direct3D enhances low-level graphics programmability with new programmable vertex and pixel shader 2.0 models. DirectX 9.0c includes support for Pixel Shader and Vertex Shader 3.0.The program can't start because d3dx9_35.dll is missingFinally, you can give this application a go if you experience this issue on your computer. Though if you're running Windows 8, Windows 10 or Windows 11, it's unlikely to be of much help as these files come standard with the operating system itself.Features of DirectX 9.0c3D Audio: Supports 3D positional audio, allowing for a more immersive audio experience.
DirectInput: Enables easy integration with gaming controllers and other input devices.
DirectPlay: Allows for easy multiplayer game creation and management, with support for TCP/IP, IPX and modem connections.
DirectShow Video Processing: Offers support for hardware accelerated video processing, allowing for faster video encoding and decoding.
DirectSound 3D: Enhances the 3D audio experience with hardware acceleration and EAX environmental audio features.
DirectX Media Objects: Provides a set of tools for creating streaming audio and video, with support for MPEG-2, MPEG-4 and WMV9 formats.
Hardware Acceleration: Offers support for pixel shader and vertex shader 3.0, significantly increasing visual effects and graphics performance.
High-Definition Display: Offers support for high-resolution displays, allowing for more detailed and realistic visuals.
Multi-Adapter Support: Can work with multiple graphics adapters and cards, allowing for better performance and stability.
Multi-Threading: Allows for greater performance by utilizing multiple threads of execution.
Pixel Shader: Offers support for pixel shaders, allowing for more realistic lighting, shadows and special effects.
Shader Model 2.0: Includes support for Shader Model 2.0, making it easier to create complex shader effects.
Texture Compression: Enables the use of compressed textures, reducing the use of system memory.
Vertex Shader: Supports vertex shaders, allowing for more complex 3D geometry and animations.
Video Acceleration: Enhances video playback, allowing for smoother streaming and faster loading times.
Compatibility and LicenseDirectX 9.0c is provided under a freeware license on Windows from components with no restrictions on usage. Download and installation of this PC software is free and 9.0c is the latest version last time we checked.
NVIDIA ShaderPerf allows you to determine how expensive a given vertex or pixel shader might be across a range of GPUs and drivers.NVIDIA ShaderPerf is a command-line shader profiling utility and C API that reports detailed shader performance metrics for a wide range of GPUs. ShaderPerf includes several new features:- GeForce 8 series support- Pixel Shader Differencing- Vertex Shader Analysis
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The shader model can be identified using a Microsoft utility called DirectX Capabilities Viewer. If the shader model is older than version 6, but the graphics card or chip is fairly new, the display driver may need to be updated.
We present an update to the image based conservative morphological anti-aliasing (CMAA) algorithm and discuss the performance and quality tradeoffs as well as the integration with multi-sample anti-aliasing (MSAA). This new implementation improves on the anti-aliasing quality and performance of previous implementations.1 Also, we have transitioned from a pixel shader to a series of compute shaders that can improve performance on hardware that supports the simultaneous execution of work scheduled in a graphics and compute command queue. The compute shaders are DirectX* Compute Shader 5.0 and we provide a sample implementation in DirectX 11. Finally, we discuss how to use CMAA together with MSAA and how the two approaches complement each other.
The move from a pixel shader to compute shader implementation provided us with several benefits. First, we can schedule the work concurrently on hardware that supports execution of graphics and compute simultaneously via asynchronous compute. Second, we leverage shared local memory which is not available in pixel shaders to avoid more expensive memory access. Third, by leveraging indirect dispatch, we are able to better utilize GPU compute resources when compared to a pure pixel shader implementation, especially for shape detection and resolution which relies on branching in the pixel shader. Many other benefits are described in Section 2 when we describe the improvements over previous releases of CMAA.
Intel has published earlier implementations of CMAA.1 This was a pixel shader-based implementation that had commercial use in game titles, for example CodeMaster* GRID 2.13 We improve upon this previous implementation that we describe in more detail.
For the second (Shape Processing) and third (Resolve) stages we utilize dispatch indirect to efficiently coalesce and schedule useful work that results from the previous stage and avoid processing pixels that do not require anti-aliasing. This way we can also split the work in 14 optimal thread group sizes that are tuned with regard to shader shared local memory, known as [groupshared] in DirectX High-Level Shading Language (HLSL) and minimize register pressure. For setting up the dispatch indirect calls we invoke two trivial Compute Dispatch Argument passes, omitted in the previous description for clarity, before the second and third main steps. This is in contrast to our original pixel shader CMAA implementation (and SMAA as well) which rely on stencil masking to avoid unnecessary work in subsequent passes on areas that do not require anti-aliasing. Using the stencil mask for this is less efficient than the dispatch indirect approach because of the need and cost of outputting and later using the stencil mask as well as pixel shader thread dispatch granularity that results in some maskedout pixels with no required work still causing the dispatch of redundant threads
During performance analysis we observed that the first compute shader version that processed a single pixel per thread was underutilizing the hardware threads on the Intel Integrated Development Environment graphics GPU as well as performing sampling and math operations where the results could be shared with neighboring pixels. After some experimentation we determined that processing pixels in 2x2 micro tiles per thread provided the right balance between the front end launching thread groups and the back end, as well as the reuse of texture sampling, edge and local contrast adaptation computation. The downside of coalescing the work of four pixels into a single thread is that it increases the complexity of the first stage but in the end the speedup was worth it. These benefits translate directly to discrete GPUs which had similar underutilization issues.
Edge detection operates on blocks of pixel data with user configurable size, each outputting edge data and anti-aliasing shape candidates. It is contained entirely in the EdgesColor2x2CS function in the provided shader source code. We empirically found that the optimal processing block size on all tested hardware is 32x32 pixels. This results in effective processing of 28x28 pixels by each block since the 2-wide borders of the kernel are used to provide neighbor data to the inner kernel but cannot produce valid output themselves.
If the resulting classification from Step 2 requires color blending, it is performed between the pixel and its four neighbors and the final color value is stored in a separate list using the StoreColorSample function in the shader code, for processing in the last phase. 2ff7e9595c
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