Direct3D 12 Graphics Hardware Feature Levels

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zuozewei 发表于 2021/07/26 23:02:44 2021/07/26
【摘要】 DirectX 11、12 API桌面窗口管理器(DWM)使用最大表面分辨率为16k,也就是说垂直或者水平的像素不能超过16384
 

To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduced the concept of feature levels. Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. A feature level is a well defined set of GPU functionality. For instance, the 11_0 feature level implements the functionality that was implemented in Direct3D 11.

 

Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application.

 

The basic properties of feature levels are:

  • All Direct3D 12 drivers will be Feature Level 11.0 or better.
  • A GPU that allows a device to be created meets or exceeds the functionality of that feature level.
  • A feature level always includes the functionality of previous or lower feature levels.
  • A feature level does not imply performance, only functionality. Performance is dependent on hardware implementation.
  • A feature level is chosen when you call D3D12CreateDevice.
  • For more detailed information on supported features (especially those marked Optional in the table below, which means that the hardware might support the feature but is not required to) call CheckFeatureSupport.

For information about limitations creating non-hardware type devices on certain feature levels, see Limitations Creating WARP and Reference Devices. For more information on the introduction of feature levels, refer to the Direct3D 11 documentation on Direct3D feature levels.


Numbering Systems

Hardware feature levels are not the same as API versions. For example, there is a D3D11.3 API, but there is no 11_3 hardware feature level. Feature levels are defined in the D3D_FEATURE_LEVEL enum.

There are three distinct numbering systems:

  • Direct3D versions use a period; for example, Direct3D 12.0.
  • Shader models use a period; for example, shader model 5.1.
  • Feature levels use an underscore; for example, feature level 12_0


Feature Level Support

The following features are available for each Direct3D feature level.

The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features.

Feature \ Feature Level

12_1⁰

12_0⁰

11_1¹

11_0

Shader Model

5.1 5.1 5.1² 5.1²

Resource Binding Tier

Tier2³ Tier2³ Tier1³ Tier1³

Tiled Resources

Tier2³ Tier2³ Optional Optional

Conservative Rasterization

Tier1³ Optional Optional No

Rasterizer Ordered Views

Yes Optional Optional No

Min/Max Filters

Yes Yes Optional No

Map Default Buffer

Optional Optional Optional Optional

Shader Specified Stencil Reference Value

Optional Optional Optional No

Typed Unordered Access View Loads

18 formats, more optional 18 formats, more optional 3 formats, more optional 3 formats, more optional

Geometry Shader

Yes Yes Yes Yes

Stream Out

Yes Yes Yes Yes

DirectCompute / Compute Shader

Yes Yes Yes Yes

Hull and Domain Shaders

Yes Yes Yes Yes

Texture Resource Arrays

Yes Yes Yes Yes

Cubemap Resource Arrays

Yes Yes Yes Yes

BC1 to BC7 Compression

Yes Yes Yes Yes

Alpha-to-coverage

Yes Yes Yes Yes

Logic Operations (Output Merger)

Yes Yes Yes Optional

Target-independent rasterization

Yes Yes Yes No

Multiple render target(MRT) with ForcedSampleCount 1

Yes Yes Yes Optional

Max forced sample count for UAV-only rendering

16 16 16 8

Max Texture Dimension

16384 16384 16384 16384

Max Cubemap Dimension

16384 16384 16384 16384

Max Volume Extent

2048 2048 2048 2048

Max Texture Repeat

16384 16384 16384 16384

Max Anisotropy

16 16 16 16

Max Primitive Count

2^32 – 1 2^32 – 1 2^32 – 1 2^32 – 1

Max Vertex Index

2^32 – 1 2^32 – 1 2^32 – 1 2^32 – 1

Max Input Slots

32 32 32 32

Simultaneous Render Targets

8 8 8 8

Occlusion Queries

Yes Yes Yes Yes

Separate Alpha Blend

Yes Yes Yes Yes

Mirror Once

Yes Yes Yes Yes

Overlapping Vertex Elements

Yes Yes Yes Yes

Independent Write Masks

Yes Yes Yes Yes

Instancing

Yes Yes Yes Yes

 

  • Requires the Direct3D 11.3 or Direct3D 12 runtime.
  • Requires the Direct3D 11.1 runtime.
  • Shader model 5.0 can optionally support double-precision shaders, extended double-precision shaders, the SAD4shader instruction, and partial-precision shaders. To determine the shader model 5.0 options that are available, call ID3D12Device::CheckFeatureSupport. Some compatibility depends on what hardware you are running on: Shader model 5.1 is only supported on hardware that supports the DirectX 12 API, regardless of the feature level that's being used. DirectX 11 hardware only supports up to shader model 5.0. The DirectX 12 API only goes down to feature level 11_0.
  • Higher tiers are optional.
  • Feature levels 12.0 and 12.1 require the Direct3D 11.3 or Direct3D 12 runtime.
  • Feature level 11.1 requires the Direct3D 11.1 runtime.
  • Feature level 11.0 requires the Direct3D 11.0 runtime


以上参数说明:
DirectX 11、12 API桌面窗口管理器(DWM)使用最大表面分辨率为16k,也就是说垂直或者水平的像素不能超过16384

 



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