Скорее так к примеру функция "загрузка и включение mp3 файла" будет и там и там одинакова тогда как код может отличаться, в Висте другая архитектура это долго можно рассказывать, к примеру
"Windows Display Driver Model (WDDM, also WVDDM) is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista. WDDM provides the functionality required to render the desktop and applications using Desktop Window Manager, a compositing window manager running on top of Direct3D 9.0Ex. It also provides device driver interfaces required by Direct3D 10 runtime."
"WDDM drivers enable new areas of functionality which was not uniformly provided by earlier display driver models. These include:
Virtualized video memory
In the context of graphics, virtualization means that individual processes (in userland) cannot see the memory of adjacent processes even by means of insertion of forged commands in the command stream. WDDM drivers allow video memory to be virtualized, and video data to be paged out of video memory into system RAM. In case the video memory available turns out to be insufficient to store all the video data and textures, currently unused data is moved out to system RAM or to the disk. When the swapped out data is needed, it is fetched back. Virtualization could be supported on previous driver models (such as the XP Driver Model) to some extent, but was the responsibility of the driver, instead of being handled at the runtime level.
Scheduling
The runtime handles scheduling of concurrent graphics contexts. Each list of commands is put in a queue for execution by the GPU, and it can be preempted by the runtime if a more critical task arrives and if it has not begun execution. This differs from native threads on the CPU where one task cannot be interrupted and therefore can take longer than necessary and make the computer appear less responsive. A hybrid scheduling algorithm between native and light threads with cooperation between the threads would achieve seamless parallelism. It is important to note that scheduling is not a new concept but it was previously the responsibility of individual driver developers. WDDM attempts to unify the experience across different vendors by controlling the execution of GPU tasks.
Cross-process sharing of Direct3D surfaces
A Direct3D graphics surface is the memory area that contains information about the textured meshes used for rendering a 2D or 3D scene. WDDM allows Direct3D surfaces to be shared across processes. Thus, an application can incorporate a mesh created by another application into the scene it is rendering. Sharing textures between processes before WDDM was difficult, as it would have required copying the data from video memory to system memory and then back to video memory for the new device.
Enhanced fault-tolerance
If a WDDM driver hangs or encounters a fault, the graphics stack will restart the driver. A graphics hardware fault will be intercepted and if necessary the driver will be reset. Drivers under Windows XP were free to deal with hardware faults as they saw fit either by reporting it to the user or by attempting to recover silently. With a WDDM driver, all hardware faults cause the driver to be reset and the user will be notified by a popup; this unifies the behavior across vendors.
Previous drivers were fully implemented in kernel mode, whereas WDDM is implemented partly in user mode. If the user mode area fails with an unrecoverable error, it will, at the most, cause the application to quit unexpectedly instead of producing a blue screen error as it would in previous driver models.
WDDM also allows the graphic hardware to be reset or unplugged without a proper reboot. In practice, a driver update should not necessitate a reboot."
http://en.wikipedia.org/wiki/Windows...y_Driver_Model
это ещё чуть-чуть без обсуждения отличий реализации графической системы Висты от Икспи. :cheer:
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