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Feature levels in Direct3D: Difference between revisions

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| 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 980 Review: Maxwell Mark 2|author=Ryan Smith|publisher=|accessdate=30 September 2014|quote = First and foremost among Maxwell 2’s new features is the inclusion of full Direct3D 11.2/11.3 compatibility.}}</ref><ref name="ReferenceB">{{cite web|url=http://www.anandtech.com/show/8544/microsoft-details-direct3d-113-12-new-features|title=AnandTech - Microsoft Details Direct3D 11.3 & 12 New Rendering Features|author=Ryan Smith|publisher=|accessdate=30 September 2014}}</ref><ref name="blogs.nvidia.com">{{cite web|url=http://blogs.nvidia.com/blog/2014/09/19/maxwell-and-dx12-delivered/|title=Maxwell and DX12 Delivered|work=NVIDIA|accessdate=30 September 2014}}</ref><ref name="blogs.msdn.com">{{cite web|url=http://blogs.msdn.com/b/directx/archive/2014/09/18/directx-12-lights-up-nvidia-s-maxwell-editor-s-day.aspx|title=MSDN Blogs|publisher=|accessdate=30 September 2014}}</ref><ref name="devblogs.nvidia.com">{{Cite web|url=http://devblogs.nvidia.com/parallelforall/maxwell-most-advanced-cuda-gpu-ever-made/|title = Maxwell: The Most Advanced CUDA GPU Ever Made|date = 19 September 2014}}</ref> [[GeForce 10 series|GeForce 10]] series ([[Pascal (microarchitecture)|Pascal]]), [[GeForce 20 series|GeForce 20]] series ([[Turing (microarchitecture)|Turing]]);<br/>
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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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>https://msdn.microsoft.com/en-us/library/dn899127.aspx</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">https://msdn.microsoft.com/en-us/library/mt733232(v=vs.85).aspx</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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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}}</ref>
 
| Nvidia [[GeForce 400 series|GeForce GTX 400]]/[[GeForce 500 series|500]] series ([[Fermi (microarchitecture)|Fermi]]), [[GeForce 600 series|GeForce GTX 600]]/[[GeForce 700 Series|700]]/Titan series ([[Kepler (microarchitecture)|Kepler]]), [[GeForce 700 series|GTX 745/750]] series ([[Maxwell (microarchitecture)|Maxwell, 1st gen]])
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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>
|Nvidia [[GeForce 20 series]] ([[Turing (microarchitecture)|Turing]]), [[GeForce 30 series]] ([[Ampere (microarchitecture)|Ampere]]);<br/>
AMD [[Radeon RX 6000 series]] ([[RDNA (microarchitecture)#RDNA 2|RDNA2]]);<br/> Intel [[Intel Arc|Arc Graphics]]
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| '''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}}</ref>
| Shader Model 6.0-6.7, metacommands.
|?
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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}}</ref> ||colspan="3" {{no}} || {{yes}}
|}
 
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|-
! 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}}</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}}</ref>
!4
|{{yes|Tier 3}}
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|-
! 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}}</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}}</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}}</ref>
|{{yes}}
|colspan="2" {{no}} ||colspan="2" {{yes}}
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|-
! 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}}</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}}</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}}</ref><ref name="capability">{{Cite web|url=https://docs.microsoft.com/en-us/windows/desktop/direct3d12/capability-querying|title = Capability querying - Win32 apps}}</ref>
|{{yes}}
|colspan="4" {{yes}}
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|-
! 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}}</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}}</ref>
|{{yes}}
|colspan="4" {{yes}}
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|-
! 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}}</ref>
| {{yes|10 or 16 bit}}
| colspan="2" {{partial|32 bit}} || colspan="2" {{good|16 bit}}
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|-
! 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}}</ref>
|{{good|32 bit}}
|colspan="2" {{yes|40 bit}} || colspan="2" {{yes|44 bit}}
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|-
! 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}}</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}}</ref>
!3
|{{partial|Tier 1}}
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|-
! scope="row" | [[Polygon mesh|Mesh]] shaders<ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html|title = Mesh Shader}}</ref>
!1
|{{no}}
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|-
! 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
|{{no}}