Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Direct3D
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Direct3D 11 levels=== In Direct3D 11.4 for Windows 10, there are nine feature levels provided by {{code|D3D_FEATURE_LEVEL}} structure; levels 9_1, 9_2 and 9_3 (collectively known as '''Direct3D 10 Level 9''') re-encapsulate various features of popular Direct3D 9 cards, levels 10_0, 10_1 refer to respective legacy versions of Direct3D 10,<ref name="D3D11_downlevel"/> 11_0 and 11_1 reflects the feature introduced with Direct3D 11 and Direct3D 11.1 APIs and runtimes, while levels 12_0 and 12_1 correspond the new feature levels introduced with the Direct3D 12 API. {| class="wikitable" style="font-size: 90%" |+ Feature levels in Direct3D 11.4 |- ! Feature level !! Mandatory hardware features !! Optional features |- | '''9_1''' |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. | rowspan="3" {{N/A}} |- | '''9_2''' | Occlusion queries, floating-point formats (no blending), extended caps, all 9_1 features. |- | '''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. |- | '''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. | rowspan="2"| Logical blend operations, DirectCompute (CS 4.0/4.1), extended pixel formats.<ref name="CheckFeatureSupport"/><br /> |- | '''10_1''' | Shader Model 4.1, cubemap arrays, extended MSAA, all 10_0 features. |- | '''11_0''' | Shader Model 5.0/5.1, hull & domain shaders, DirectCompute (CS 5.0/5.1), 16K textures, BC6H/BC7, extended pixel formats, all 10_1 features. |style="border-bottom-style:hidden"| 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 computing|16-bit]]), min/max filtering. |- | '''11_1''' | Logical blend operations, target-independent rasterization, UAVs at every pipeline stage with increased slot count, UAV only rendering with force sample count, constant buffer offsetting and partial updates, all 11_0 features. |rowspan=3 style="border-top-style:hidden"| Tiled resources (four tiers), conservative rasterization (three tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats. |- | '''12_0''' | Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats). |- | '''12_1''' | Conservative Rasterization Tier 1, Rasterizer Ordered Views. |}
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)