In Windows NT, the graphic multimedia system is based on a hierarchical structure. The application interacts with the top-level API (actually a system DLL in multiple user modes, such as GDI32.DLL). These system DLL will eventually call the system service in kernel mode through the system service. For more information about the NT system, see Chapter 1 and Chapter 2 of Windows graphic programming. In Windows Vista, the graphics system has been removed from the kernel mode and has its own space-WPF.
Besides comprehensively improving the stability (resources are usually shared in the kernel mode), the removal of WPF from the kernel also makes it possible to implement advanced control in the kernel mode. First, WPF no longer relies solely on the GDI graphics API. Vista relies more on Direct3D to process graphics operations. This allows more D3D features to achieve a cooler appearance and effect. Of course, the design of Vista has also changed to achieve this effect. In Windows Vista, do not use the CPU for display. Instead, use the Graphics Processing Unit (GPU) of the display card and use a vector map instead of a bitmap.
Windows Vista also uses another driver model, Windows display driver model (WDDM ). Implements more complex communication between the operating system and the graphics card GPU. To process more advanced 3D requests in the operating system, more display card memory is required for the new WDDM driver type. Vista can use the display card as much as possible to achieve the best performance.
Now I have a basic understanding of the Windows Vista graphics system and can see its testability. Windows Vista provides very high-end terminal graphics, which many people mistakenly think: To run Windows Vista, a very high-end graphics hardware is required. In fact, this is not exactly the case. A key benefit of Windows Vista graphics system is that it can detect the performance of the display card. Vista provides different user experiences based on different performance and driver models (WDDM and XPDM.
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