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Each output primitive (vertex, hull, index, or geometry) is associated with a texture image. These images, known as textures, contain data that may be used by the hardware to provide the color, depth, normal, or any other information of the primitive. The texture data is generally in an external resource such as DDS or IMG.
The API also supports a high level of programmability. At the most basic level, user-defined render targets, which were first available in WGF 1.0, are used to simplify the task of rendering large areas of the screen, such as large tanks or barcodes. User-defined shader maps simplify the task of mapping textures to particular surfaces, or generating custom effects. User-defined samplers are also available, allowing the individual stages of the pixel shader to read data from a particular portion of a texture. Other features such as more sophisticated blending and light mapping are also available.
In DirectX 9.0, support for the programmable pixel shader was available to developers using adapter hardware. In earlier versions, one could only use adapter hardware for the vertex and pixel shader stages. In Direct3D 9.0, support was added for shader model 2.0 pixel shaders. Finally, programmable pixel shaders came in with Direct3D 9.0. Proprietary cross-development tools, such as Microsoft Edge, are unable to use Direct3D 10 feature level shader models such as 3.0, 3.1, or 3.2.
Direct3D 10 is the first Direct3D version that supports a shader model version using a modular architecture. Rather than a uniform state structure that simply describes the programmable shader, there are separate state structures for a vertex shader, pixel shader, and geometry shader. d2c66b5586