[go: up one dir, main page]
More Web Proxy on the site http://driver.im/

Games for Windows and the DirectX SDK blog

Technical tips, tricks, and news about game development for Microsoft platforms including desktop, Xbox, and UWP


Project maintained by walbourn Hosted on GitHub Pages — Theme by mattgraham
Home | Posts by Tag | Posts by Month

Living without D3DX

direct3d, dxsdk

Originally 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 CatalogDirectX 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
SpriteBatch
ID3DX10Mesh Model
ModelMesh
ModelMeshPart
ModelBone
D3DXCreateBox
D3DXCreateCylinder
D3DXCreateSphere
D3DXCreateTeapot
D3DXCreateTorus
GeometricPrimitive
D3DXCreatePolygon PrimitiveBatch
D3DX11CreateShaderResourceViewFromFile CreateXXXTextureFromFile
D3DX11CreateShaderResourceViewFromResource
D3DX11CreateShaderResourceViewFromMemory
CreateXXXTextureFromMemory
D3DX11CreateTextureFromFile CreateXXXTextureFromFile
D3DX11CreateTextureFromResource
D3DX11CreateTextureFromMemory
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
DXGetErrorDescription
DXTrace
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
D3DX10CompileFromFile
D3DX11CompileFromFile
D3DCompileFromFile
D3DXCompileShader
D3D10CompileShader
D3DX10CompileFromMemory
D3DX11CompileFromMemory
D3DCompile
D3DXCompileShaderFromResource
D3DX10CompileFromResource
D3DX11CompileFromResource
No direct equivalent. Can use resource APIs and then D3DCompile above.
D3DXPreprocessShader
D3DXPreprocessShaderFromFile
D3DXPreprocessShaderFromResource
D3D10PreprocessShader
D3DX10PreprocessShaderFromFile
D3DX10PreprocessShaderFromMemory
D3DX10PreprocessShaderFromResource
D3DX11PreprocessShaderFromFile
D3DX11PreprocessShaderFromMemory
D3DX11PreprocessShaderFromResource
D3DPreprocess
D3DXDisassembleShader
D3D10DisassembleShader
D3DX10DisassembleShader
D3DDisassemble
D3D10ReflectShader
D3DX10ReflectShader
D3DReflect D3D11Reflect
ID3DXBuffer
ID3D10Blob
ID3DBlob
D3DXCreateBuffer
D3D10CreateBlob
D3DCreateBlob
D3D10GetInputSignatureBlob
D3D10GetOutputSignatureBlob
D3D10GetInputAndOutputSignatureBlob
D3D10GetShaderDebugInfo
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
D3DXComputeTangentFrame
D3DXComputeTangentFrameEx
ComputeTangentFrame
ID3DX10Mesh::GenerateAdjacencyAndPointReps GenerateAdjacencyAndPointReps
ID3DX10Mesh::GenerateGSAdjacency GenerateGSAdjacency
ID3DX10Mesh::Optimize AttributeSort
OptimizeFacesEx
OptimizeVertices
ReorderIB
FinalizeIB
FinalizeVB
D3DXOptimizeFaces OptimizeFaces
D3DXOptimizeVertices OptimizeVertices
D3DXValidMesh Validate
D3DXWeldVertices WeldVertices
CompactVB
D3DXGetFVFVertexSize
D3DXGetDeclVertexSize
D3DXGetDeclLength
D3DXDeclaratorFromFVF
D3DXFVFFromDeclarator
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
XMSHMultiply2
XMSHMultiply3
XMSHMultiply4
XMSHMultiply5
XMSHMultiply6
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
D3DXCreateEffectEx
D3DXCreateEffectFromResource
D3DXCreateEffectFromResourceEx
D3D10CompileEffectFromMemory
D3DX11CompileEffectFromMemory
D3DXCreateEffectFromFile
D3DXCreateEffectFromFileEx
D3DX11CompileEffectFromFile
D3D10CreateEffectFromMemory D3DX11CreateEffectFromMemory
D3DXCreateEffectPool
D3D10CreateEffectPoolFromMemory
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
D3D10DisassembleEffect
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
D3DPERF_EndEvent
D3DPERF_SetMarker
D3DPERF_SetRegion
D3DPERF_QueryRepeatFrame
D3DPERF_SetOptions
D3DPERF_GetStatus
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>

Note

Careful 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.
  • The Precomputed Radiance Transfer (PRT) simulator is only available in closed-source form in legacy D3DX9. There are a number of papers that cover this technology in the literature, and the most generally useful parts of this functionality are the SHmath functions which are available.
  • Progressive Mesh (P-Mesh) is only available in closed-source form in legacy D3DX9.

Background

A 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.