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API DirectX 10

Effie edited this page Nov 8, 2026 · 2 revisions

DirectX 10

⚠️ In Progress. The DX10 vendor proxy was revived for 0.4.0 (SR stub + Win11 SDK fix) and builds again. It inherits the DX11 scaffolding (same install folder, same enum, same OSD / hotkey system) but the DX10-specific analyser coverage is minimal, so no per-game profiles currently work on DX10-exclusive titles. Testing DX10 titles is one of the biggest open contribution areas.

How the wrapper works

DX10 and DX11 share a single DLL set under Stereo-Injector/DX10-11/{32,64}-bit/. The proxy is dxgi.dll + d3d10.dll + d3d11.dll + supporting pieces — load order routes DX10 titles through d3d10.dll and DX11 titles through d3d11.dll, but both go through the same SwapChain11Proxy for composition.

The constant-buffer analyser / Feature Engine ("Akshay's PR #31") that lights up per-game stereo on DX11 ships for both APIs from 0.4.3 onward (task #91/#92 landed the DX10 feature-engine dispatch), but the per-game profiles in BaseProfile.xml were all authored against DX11 captures. DX10 games may need profile re-auditing to pick up the right CB slots.

Install path

Same as DX11: Stereo-Injector/DX10-11/32-bit/ or Stereo-Injector/DX10-11/64-bit/. Copy the contents (DLLs + OutputMethods/ + BaseProfile.xml + wiz3D_Config.xml) next to the game's .exe.

Games

Most titles tagged DX10/11 in the README ran on DX11 at test time. Pure-DX10 testing results are what we need. See DirectX 11 for the shared game list.

Please report DX10-exclusive titles via GitHub Issues so we can split them out here.

Related

  • The constant-buffer shift strategy for DX10 is tracked as task #62 (layout-aware CB shift in Buffer10Proxy).

wiz3D

Stereo-Injector (per-API)

wiz3D generates left + right eye frames from a mono game.

Native-stereo paths

The game produces both eye frames; wiz3D composites them to your display.

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