Supposedly, part of the reasoning behind this is that it allows Microsoft to update a D3DX version after the fact if it happens to contain a security flaw. So, basically, the D3DX DLLs are treated as system DLLs, but they don't come with the OS or any patches to the OS, and every application is supposed to include one, even though it's often bigger than the application that uses it. Didn't modify the DirectXSetup installer UI between SDK versions, so it still says it's installing DirectX 9.0c even if it's installing a D3DX DLL you don't have.Didn't include it in the DirectX 9.0c runtime that's on Windows Update.Allowed it to be redistributed only with DirectXSetup, which installs it into the system folder and thus prohibits side-by-side installs.Changed interfaces with each version: ID3DXBaseEffect has different methods and IIDs between December and April SDK, but the same name.Renamed the DLL with each successive version: d3dx9_24.dll, d3dx9_25.dll, d3dx9_26.dll.This has the advantages of avoiding compatibility issues between C++ compilers and reducing working set footprint. Dismiss the dialog, then deselect and reselect VirtualDub for the change to take effect.īefore I begin, I have to rant about D3DX.ĭ3DX is the library that ships with the Microsoft DirectX SDK and which includes several useful, or rather, nearly essential, components such as the shader compiler and assembler. Starting sometime around December 2004, the D3DX library was changed from being a statically linked library to a DLL. fx filename - relative paths are from the program directory, absolute paths are used directly. To activate custom video shader mode, select Options > Preferences from the menu, jump to Display, then enable DirectX, Direct3D, and effect support. This makes GPU shaders attractive also for rapid prototyping, which I hope is what the new shader support in 1.6.11 will enable.
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More importantly, though, it is easier to quickly write an optimized shader than to write an optimized software filter.
GPUs are great for massive image manipulation (unless you happen to have one with "Extreme" in the name), and thus it's only natural that they'd be useful for video. As I said in the previous blog entry, one of the new features in 1.6.11 is the ability to bind custom vertex and pixel shaders to a video display pane.