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{{short description|Overview of the feature levels in Direct3D}}
'''Feature levels''' in [[Direct3D]] define strict sets of features required by certain versions of the Direct3D API and runtime, as well as additional optional feature levels available within the same API version.
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Some feature levels include previously optional hardware features which are promoted to a mandatory status with new revisions of the API to better expose newer hardware. More advanced features such as new shader models and rendering stages are only exposed on up-level hardware,<ref name="D3D11_downlevel"/><ref name="D3D11DDI">{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/hardware/ff569862 |title=Windows Driver Kit - Supporting Direct3D 11|publisher=MSDN|accessdate=2009-06-13}}</ref> however the hardware is not required to support all of these feature levels<ref name=D3DFeatureLevels_chuckw/> and the Direct3D runtime will make the necessary translations.
Feature levels allow developers to unify the rendering pipeline and use a single version of the API on both newer and older hardware, taking advantage of performance and usability improvements in the newer runtime.<ref name="gamefest2008">{{cite web|url=http://www.microsoftgamefest.com/presentations/2008.htm |title=Gamefest 2008 Presentations |publisher=Microsoft |url-status=dead |archive-url=https://web.archive.org/web/20131113193604/http://www.microsoftgamefest.com/presentations/2008.htm |archive-date=2013-11-13
Separate capabilities exist to indicate support for specific texture operations and resource formats; these are usually specified per each texture format using a combination of capability flags, but some of these optional features are promoted to mandatory on upper feature levels.<ref name="FeatureLevels">{{cite web|url=http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876|title=Direct3D feature levels|publisher=MSDN|accessdate=2012-07-02}}</ref>
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Direct3D 10 introduced a fixed set of mandatory requirements for the graphics hardware. Before Direct3D 10, new versions of the API introduced support for new hardware capabilities, however these capabilities were optional and had to be queried with "capability bits" or "caps".
Direct3D 10.1
===Direct3D 11===
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In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with [[WDDM]] [[Device Driver Interface|drivers]].
There are seven feature levels provided by {{code|D3D_FEATURE_LEVEL}} structure; levels 9_1, 9_2 and 9_3 (collectively known as '''Direct3D
Since Direct3D 11.
Direct3D 11.2 for Windows
Direct3D 11.3 for Windows 10 requires WDDM 2.0 drivers; it adds more optional features and levels
{| class="wikitable" style="font-size: 90%"
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|Shader Model 2.0 ({{code|vs_2_0}}/{{code|ps_2_0}}), 2K textures, volume textures, event queries, BC1-3 (a.k.a. DXTn), a few other specific capabilities.
| colspan="3" rowspan="5" {{N/A}}
| Nvidia [[GeForce
|-
| '''9_2'''
| Occlusion queries, floating-point formats (no blending), extended caps, all 9_1 features.
| ATI [[
|-
| '''9_3'''
| {{code|vs_2_a}}/{{code|ps_2_x}} with instancing and additional shader caps, 4K textures, multiple render targets (4 MRTs), floating-point blending (limited), all 9_2 features.
| ATI [[
|-
| '''10_0'''
| 10.0
| Shader Model 4.0, geometry shader, stream out, alpha-to-coverage, 8K textures, MSAA textures, 2-sided stencil, general render target views, texture arrays, BC4/BC5, full floating-point format support, all 9_3 features.
| ATI [[Radeon R600|Radeon HD2000]] series; Nvidia GeForce [[GeForce 8 series|8]]/[[GeForce 9 series|9]]/[[GeForce 200 series|GTX 200]] series; Intel [[Intel GMA|GMA
|-
| '''10_1'''
| 10.1
| Shader Model 4.1, cubemap arrays, extended MSAA, all 10_0 features.
| ATI [[Radeon R600|Radeon HD 3000]]/[[Radeon R700|4000]] series; Nvidia [[GeForce
[[Intel HD Graphics]] ([[Arrandale (microprocessor)|Arrandale]]/[[Clarkdale (microprocessor)|Clarkdale]] CPUs),
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| WDDM 1.2<ref name="CheckFeatureSupport"/>
| 10_x: DirectCompute (CS 4.0/CS 4.1), extended pixel formats, logical blend operations. <br/> 11_0: UAV only rendering with force sample count, constant buffer offsetting and partial updates, double precision (64-bit) floating point operations, minimum floating point precision (10 or 16 bit).
| AMD [[Radeon HD 5000
Nvidia [[GeForce 400 series|GeForce GTX 400]]/[[GeForce 500 series|500]] series ([[Fermi (microarchitecture)|Fermi]]); <br/>
[[Intel HD Graphics]] 4000/2500 ([[Ivy Bridge (microarchitecture)|Ivy Bridge]])
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| WDDM 1.3
| 11_x: Tiled resources (two tiers), min/max filtering
| Nvidia [[GeForce 600 series|GeForce GTX 600]]/[[GeForce 700
|-
| '''11_1'''
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| rowspan=3 |11_x/12_x: Conservative rasterization (three tiers),<ref name="MSDN_CR_TIER">{{cite web|url=https://msdn.microsoft.com/en-us/library/dn859364.aspx|title=D3D11_CONSERVATIVE_RASTERIZATION_TIER enumeration|date=22 February 2015|work=MSDN library|accessdate=22 February 2015}}</ref> tiled resources (four tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, [[Uniform memory access|UMA/hUMA]] support<ref name="D3D11.3_MSDN">{{cite web|url=https://msdn.microsoft.com/en-us/library/windows/desktop/dn914596(v=vs.85).aspx|title=Direct3D 11.3 Features|date=28 March 2015|work=MSDN library|accessdate=28 March 2015}}</ref>
| [[Mali (GPU)|Mali-T]] 760/860/880, Mali-G71/72; [[Adreno]] 400 series; <br/>
AMD [[Southern Islands (GPU family)|HD 7700-7900]]/[[Sea Islands (GPU family)|8500-8900]], [[AMD Radeon Rx 200
[[Intel HD Graphics]] 4200-5200 (7.5 gen, [[Haswell (microarchitecture)|Haswell]]), 5300-6300 (8 gen, [[Broadwell (microarchitecture)|Broadwell]])
|-
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| rowspan=2 | WDDM 2.0
| Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats).
| AMD [[Southern Islands (GPU family)|HD 7790]]/[[Sea Islands (GPU family)|8770]], [[AMD Radeon Rx 200
|-
| '''12_1'''
| Conservative Rasterization Tier 1, Rasterizer Ordered Views.
|[[Adreno]] 500/600 series;<br/>
Nvidia [[GeForce 900 series|GeForce 900]]/Titan series ([[Maxwell (microarchitecture)|Maxwell, 2nd gen]]);<ref name="ReferenceA">{{cite web|url=http://www.anandtech.com/show/8526/nvidia-geforce-gtx-980-review/4|title=AnandTech - The NVIDIA GeForce GTX
AMD [[AMD RX Vega series|RX Vega series]] (GCN5), [[Radeon RX 5000 series]] ([[RDNA (microarchitecture)|RDNA]]);<br/>
[[Intel HD Graphics]] 510-580 (9 gen, [[Skylake (microarchitecture)|Skylake]]),<ref name="pchardware_skylake">{{cite web|url=http://www.pcgameshardware.de/Core-i7-6700K-CPU-260905/Tests/Skylake-Test-Core-i7-6700K-i5-6600K-1166741/#a3|date=5 August 2015|title=Intel Skylake: Core i7-6700K und i5-6600K im Test|work=PC GAMES HARDWARE ONLINE|accessdate=5 August 2015}}</ref> 605-620 (9.5 gen, [[Kaby Lake]])
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"Build2015_McMullen">[http://channel9.msdn.com/Events/Build/2015/3-673 Build 2015: Advanced DirectX12 Graphics and Performance]</ref>
There are two new feature levels, 12_0 and 12_1, which include some features that are optional on levels 11_0 and 11_1.<ref>{{cite web | url=https://msdn.microsoft.com/en-us/library/dn899127.aspx | title=Hardware Tiers - Win32 apps | date=30 December 2021 }}</ref> Due to the restructuring of the API, some previously optional features are realigned as baseline on levels 11_0 and 11_1.
Direct3D 12 from Windows 10 Anniversary update (version 1607) includes Shader Model 6.0,<ref name="MSDN_SM6">{{cite web | url=https://msdn.microsoft.com/en-us/library/mt733232(v=vs.85).aspx | title=HLSL Shader Model 6.0 - Win32 apps | date=25 August 2021 }}</ref> which requires WDDM 2.1 drivers, and new DXIL compiler based on [[LLVM]].<ref>{{Cite web|url=https://github.com/Microsoft/DirectXShaderCompiler/wiki/FAQ|title = FAQ · microsoft/DirectXShaderCompiler Wiki|website = [[GitHub]]}}</ref> Windows 10 Creators Update versions 1703 and 1709 include Shader Model 6.1 and WDDM 2.2/2.3.
{| class="wikitable" style="font-size: 90%"
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Logical blend operations, double precision (64-bit) floating point operations, minimum floating point precision (10 or 16 bit).
Shader Model 6.0-6.
Metacommands, variable shading rate, raytracing, mesh shaders, sampler feedback.
Other optional features defined by D3D_FEATURE structures.<ref>{{Cite web|url=https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_feature|title = D3D12_FEATURE - Win32 apps| date=14 February 2023 }}</ref>
| Nvidia [[GeForce 400 series|GeForce GTX 400]]/[[GeForce 500 series|500]] series ([[Fermi (microarchitecture)|Fermi]]), [[GeForce 600 series|GeForce GTX 600]]/[[GeForce 700
|-
| '''11_1'''
| Logical blend operations, target-independent rasterization, increased UAV slot count.
| [[Mali (GPU)|Mali-G]]71/72;<br/>
AMD [[Southern Islands (GPU family)|HD 7700-7900]]/[[Sea Islands (GPU family)|8500-8900]], [[AMD Radeon Rx 200
[[Intel HD Graphics]] 4200-5200 (7.5 gen, [[Haswell (microarchitecture)|Haswell]]), 5300-6300 (8 gen, [[Broadwell (microarchitecture)|Broadwell]])
|-
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|WDDM 2.0
| Resource Binding Tier 2, Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats)
| rowspan="2"| AMD [[Southern Islands (GPU family)|HD 7790]]/[[Sea Islands (GPU family)|8770]], [[AMD Radeon Rx 200
|-
|rowspan="2"|WDDM 2.1
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| '''12_2'''
|WDDM 2.9
| ''DirectX 12 Ultimate'': Shader Model 6.5, Raytracing Tier 1.1, Mesh Shaders, Variable-Rate Shading, Sampler Feedback, Resource Binding Tier 3, Tiled Resources Tier 3 (Texture3D), Conservative Rasterization Tier 3, 40-bit virtual address space.<ref name=level_12.2>{{Cite web|url=https://devblogs.microsoft.com/directx/new-in-directx-feature-level-12_2/|title = New in DirectX— Feature Level 12_2|date = 27 August 2020}}</ref><ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12_FeatureLevel12_2.html|title = Feature Level 12_2}}</ref>
|
AMD [[Radeon RX 6000 series]] ([[
|-
| '''CORE_1_0'''
|MCDM<ref name=Core_1.0/>
| Compute-only device: Resource Binding Tier 1 (with restrictions), Shader Model 6.0, DXIL, Compute Shaders only<ref name=Core_1.0>{{Cite web|url=https://docs.microsoft.com/en-us/windows/win32/direct3d12/core-feature-levels|title = The Direct3D 12 Core 1.0 Feature Level - Win32 apps| date=2 July 2020 }}</ref>
| Shader Model 6.0-6.
| Intel NPU ([[Meteor Lake]],<ref>{{cite web | url=https://www.techpowerup.com/review/intel-meteor-lake-technical-deep-dive/4.html | title=Intel Meteor Lake Technical Deep Dive | date=19 September 2023 }}</ref><ref>{{cite web | url=https://www.anandtech.com/show/20046/intel-unveils-meteor-lake-architecture-intel-4-heralds-the-disaggregated-future-of-mobile-cpus/4 | title=Intel Unveils Meteor Lake Architecture: Intel 4 Heralds the Disaggregated Future of Mobile CPUs }}</ref> [[Arrow_Lake_(microprocessor)|Arrow Lake]])
|}
Direct3D 12 introduces a revamped resource binding model, allowing explicit control of memory. Abstract resource "view" objects<ref>{{cite web | url=https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx | title=Introduction to a Resource in Direct3D 11 - Win32 apps | date=6 October 2021 }}</ref> which allowed random read/write access are now represented by resource descriptors, which are allocated using memory heaps and tables.<ref name="engel">{{cite web |url=https://software.intel.com/en-us/articles/introduction-to-resource-binding-in-microsoft-directx-12 |author=[[Wolfgang Engel]] |title=Introduction to Resource Binding in Microsoft DirectX 12}}</ref> This model is supported on majority of existing desktop GPU architectures and requires WDDM 2.0 drivers. Supported hardware is divided into three Resource Binding tiers, which define maximum numbers of descriptors that can be used for CBV (constant buffer view), SRV (shader resource view) and UAV (unordered access view); CBVs and SRVs per pipeline stage; UAVs for all pipeline stages; samplers per stage; and the number of SRV descriptor tables. Tier 3 hardware such as AMD GCN and, Intel Skylake has no limitations, allowing fully bindless resources only limited by the size of the descriptor heap, while Tier 1 (Nvidia Fermi, Intel Haswell/Broadwell) and Tier 2 (Nvidia Kepler
{{anchor|binding}}
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| Tiled Texture3D ||colspan="2" {{no}} ||colspan="2" {{yes}}
|-
| Texture tile data-inheritance<ref>{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/memory-aliasing-and-data-inheritance#data-inheritance|title = Memory Aliasing and Data Inheritance - Win32 apps| date=30 December 2021 }}</ref> ||colspan="3" {{no}} || {{yes}}
|}
Line 251 ⟶ 252:
! colspan="4" scope="col" | [[AMD Radeon]]
! colspan="8" scope="col" | [[Nvidia GeForce]]
! colspan="6" scope="col" | [[Intel
|-
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! scope="col" | [[Graphics Core Next#1.1|GCN 2]] / [[Graphics Core Next#1.2|GCN 3]] / [[Graphics Core Next#1.3|GCN 4]]
! scope="col" | [[Graphics Core Next#1.4|GCN 5]] / [[AMD RDNA Architecture|RDNA]]
! scope="col" | [[
! scope="col" | [[Fermi (microarchitecture)|Fermi]]
Line 271 ⟶ 272:
! scope="col" | [[Volta (microarchitecture)|Volta]]
! scope="col" | [[Turing (microarchitecture)|Turing]] [[GeForce 16 series|16 series]]
! scope="col" | [[Turing (microarchitecture)|Turing]] [[GeForce 20 series|20 series]] / [[Ampere (microarchitecture)|Ampere]] / [[Ada Lovelace (microarchitecture)|Lovelace]]
! scope="col" | [[
! scope="col" | [[
! scope="col" | [[
! scope="col" | [[Intel Graphics Technology#Gen11 architecture|Gen11]]<BR/>[[Ice Lake (microprocessor)|(Ice Lake
! scope="col" | [[Intel Graphics Technology#Xe-LP architecture (Gen12)|Alchemist / Xe-LP / Gen12]]<BR/>[[Tiger Lake (microarchitecture)|(TGL]] / [[Rocket Lake|RKL]] / [[Alder Lake|ADL]] / [[Raptor Lake (microarchitecture)|RPL)]]
! scope="col" | [[Intel
|-
! colspan="2" scope="row" | Maximum feature level
Line 295 ⟶ 296:
|-
! scope="row" | Tiled resources<ref name="tiled">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/api/D3D12/ne-d3d12-d3d12_tiled_resources_tier|title = D3D12_TILED_RESOURCES_TIER (D3d12.h) - Win32 apps| date=31 January 2022 }}</ref><ref name="volumetiled">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/volume-tiled-resources|title = Volume tiled resources (Direct3D 12) - Win32 apps| date=30 December 2021 }}</ref>
!4
|{{yes|Tier 3}}
|{{good|Tier 1}} || {{good|Tier 2}} ||colspan="2" {{yes|Tier 3
|colspan="3" {{good|Tier 1}} ||colspan="5" {{yes|Tier 3}}
|{{no}} || {{good|Tier 1}} || colspan="4" {{yes|Tier 3}}
|-
! colspan="2" scope="row" | Typed UAV loads for additional formats<ref name="typedUAV">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/typed-unordered-access-view-loads|title=Typed unordered access view (UAV) loads - Win32 apps|date=30 December 2021 }}</ref>
|{{yes}}
|colspan="4" {{yes}}
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|-
! scope="row" | Conservative rasterization<ref name="CR">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/conservative-rasterization|title = Direct3D 12 Conservative Rasterization - Win32 apps| date=30 December 2021 }}</ref>
!3
|{{yes|Tier 3}}
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|-
! colspan="2" scope="row" | Rasterizer-ordered views<ref name="ROV">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/rasterizer-order-views|title = Rasterizer-ordered views - Win32 apps| date=30 December 2021 }}</ref>
|{{yes}}
|colspan="2" {{no}} ||colspan="2" {{yes}}
Line 325 ⟶ 326:
|-
! colspan="2" scope="row" | Stencil reference value from Pixel Shader<ref name="stencil">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/shader-specified-stencil-reference-value|title = Shader Specified Stencil Reference Value (Direct3D 12 Graphics) - Win32 apps| date=30 December 2021 }}</ref>
|{{yes}}
|colspan="4" {{yes}}
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|-
! colspan="2" scope="row" | UAV slots for all stages<ref name="resource">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/descriptor-heaps|title = Descriptor Heaps - Win32 apps| date=30 December 2021 }}</ref>
|{{yes|full heap}}
|colspan="4" {{yes|full heap}}
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|-
! colspan="2" scope="row" | Logical blend operations<ref name="blend">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d11/direct3d-11-1-features#use-logical-operations-in-a-render-target|title = Direct3D 11.1 Features - Win32 apps| date=19 August 2020 }}</ref><ref name="capability">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/capability-querying|title = Capability querying - Win32 apps| date=30 December 2021 }}</ref>
|{{yes}}
|colspan="4" {{yes}}
Line 346 ⟶ 347:
|-
! colspan="2" scope="row" | Double precision (64-bit) floating point operations<ref name="doubles">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/ns-d3d11-d3d11_feature_data_doubles|title = D3D11_FEATURE_DATA_DOUBLES (D3d11.h) - Win32 apps| date=22 February 2024 }}</ref><ref name="doubleprecision_11.1">{{Cite web|url=https://docs.microsoft.com/en-us/windows-hardware/drivers/display/directx-feature-improvements-in-windows-8#dblshader|title=DirectX feature improvements in Windows 8 - Windows drivers|date=15 December 2021 }}</ref>
|{{yes}}
|colspan="4" {{yes}}
|colspan="8" {{yes}}
|colspan="
|colspan="1" {{no}}
|-
! colspan="2" scope="row" | Minimum floating point precision<ref name="capability" /><ref name="minprecision">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d11/direct3d-11-1-features#use-hlsl-minimum-precision|title = Direct3D 11.1 Features - Win32 apps| date=19 August 2020 }}</ref>
| {{yes|10 or 16 bit}}
| colspan="2" {{partial|32 bit}} || colspan="2" {{good|16 bit}}
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|colspan="4" {{yes|Tier 2}}
|colspan="6" {{good|Tier 1}} || colspan="2" {{yes|Tier 2}}
|colspan="
|colspan="1" {{good|Tier 1}}
|-
! colspan="2" scope="row" | Per-resource virtual addressing<ref name="virtualaddr">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_feature_data_gpu_virtual_address_support|title=D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT (D3d12.h) - Win32 apps|date=2 April 2021 }}</ref>
|{{good|32 bit}}
|colspan="2" {{yes|40 bit}} ||
|colspan="8" {{yes|40 bit}}
|colspan="2" {{good|31 bit}} || colspan="2" {{yes|38 bit}} || colspan="2" {{yes|44 bit}}
Line 377 ⟶ 379:
! colspan="2" scope="row" | Per-process virtual addressing<ref name="virtualaddr" />
|{{yes|47 bit}}
|colspan="2" {{yes|40 bit}} ||
|colspan="8" {{yes|40 bit}}
|{{partial|31 bit}} || colspan="5" {{yes|48 bit}}
|-
! scope="row" | View instancing<ref name="viewinstancing">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_view_instancing_tier|title = D3D12_VIEW_INSTANCING_TIER (D3d12.h) - Win32 apps| date=31 January 2022 }}</ref><ref name="viewinstancingdesc">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ns-d3d12-d3d12_view_instancing_desc|title = D3D12_VIEW_INSTANCING_DESC (D3d12.h) - Win32 apps| date=2 April 2021 }}</ref>
!3
|{{partial|Tier 1}}
|colspan="4" {{partial|Tier 1}}
|colspan="3" {{partial|Tier 1}} || colspan="3" {{good|Tier 2}} || colspan="2" {{yes|Tier 3}}
|colspan="4" {{partial|Tier 1}} || colspan="2" {{good|Tier 2}}
|-
! scope="row" | Raytracing<ref>{{Cite web|url=https://docs.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_raytracing_tier|title=D3D12_RAYTRACING_TIER (d3d12.h)|last=windows-sdk-content|website=docs.microsoft.com|language=en-us|access-date=2019-09-08}}</ref>
!2
|{{
|colspan="3" {{no}} || {{yes|Tier 1.1}}
|colspan="4" {{no}} || colspan="3" {{good|Tier 1}} || colspan="1" {{yes|Tier 1.1}}
Line 406 ⟶ 408:
|-
! scope="row" | [[Polygon mesh|Mesh]] shaders<ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html|title = Mesh Shader}}</ref>
!1
|{{
|colspan="3" {{no}} || {{yes|Tier 1}}
|colspan="6" {{no}} || colspan="2" {{yes|Tier 1}}
Line 414 ⟶ 416:
|-
! scope="row" | [[Texture mapping unit|Sampler]] feedback<ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/SamplerFeedback.html|title=Sampler Feedback}}</ref>
!2
|{{
|colspan="3" {{no}} || {{yes|Tier 1}}
|colspan="6" {{no}} || colspan="2" {{good|Tier 0.9}}
|colspan="4" {{no}} || colspan="
|}
|