Feature levels in Direct3D

Last updated

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.

Contents

Overview

Feature levels encapsulate hardware-specific capabilities that exist on top of common mandatory requirements and features in a particular version of the API. The levels are grouped in strict supersets of each other, so each higher level includes all features required on every lower level.

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, [1] [2] however the hardware is not required to support all of these feature levels [3] 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. [4]

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. [5]

Direct3D 10

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 was the first to use a concept of "feature levels" [1] [3] [6] to support both Direct3D 10.0 and 10.1 hardware. [3] [7] [8]

Direct3D 11

In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.

There are seven feature levels provided by 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 conforming to Shader Model 2.0, while levels 10_0, 10_1, 11_0 and 11_1 refer to respective versions of the Direct3D API. [1] "10 Level 9" feature levels contain a subset of the Direct3D 10/11 API [9] and require shaders to be written in HLSL conforming to Shader Model 4.0 4_0_LEVEL_9_x compiler profiles, and not in the actual "shader assembly" language [10] of Shader Model 1.1/2.0; SM 3.0 (vs_3_0/ps_3_0) has been omitted deliberately in Direct3D 10 Level 9. [3]

Since Direct3D 11.1 for Windows 8, some mandatory features introduced for level 11_1 are available as optional on levels 10_0, 10_1 and 11_0 - these features can be checked individually via CheckFeatureSupport function [11] however feature level 11_1 and optional features are not available in Direct3D 11.1 for Windows 7 platform update [12] because it does not support WDDM 1.2. [13]

Direct3D 11.2 for Windows 8.1 adds optional mappable buffers and optional tiled resources for levels 11_0 and 11_1; these features require WDDM 1.3 drivers. [14]

Direct3D 11.3 for Windows 10 requires WDDM 2.0 drivers; it adds more optional features and levels 12_0 and 12_1 from Direct3D 12.

Direct3D 10 and 11 feature levels
Required featuresOptional featuresGPUs supporting as a maximum feature level
Feature levelDirect3D runtimeDriver modelFeaturesDirect3D runtimeDriver modelFeatures
9_111.0WDDM 1.0Shader Model 2.0 (vs_2_0/ps_2_0), 2K textures, volume textures, event queries, BC1-3 (a.k.a. DXTn), a few other specific capabilities.Nvidia GeForce FX; Intel GMA 950/3100 (945G/965G/G31/G33 chipset); Tegra 3, Tegra 4
9_2Occlusion queries, floating-point formats (no blending), extended caps, all 9_1 features.ATI Radeon 9800/9700/9600/9500
9_3vs_2_a/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 Radeon X800/X700, X1900/X1800/X1600/X1300; Nvidia GeForce 6, 7 series; Adreno 220/300 series; Mali-T 6xx/720/820/830, [15] Mali-G51; Matrox M-series; Vivante GC2000 series onwards [16]
10_010.0Shader 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 HD2000 series; Nvidia GeForce 8/9/GTX 200 series; Intel GMA X3500-X4500 (G35/G41/G43/G45 chipset)
10_110.1Shader Model 4.1, cubemap arrays, extended MSAA, all 10_0 features.ATI Radeon HD 3000/4000 series; Nvidia GT 205-240/GT 300 series;

Intel HD Graphics (Arrandale/Clarkdale CPUs), Intel HD Graphics 3000/2000 (Sandy Bridge)

11_011.0WDDM 1.1Shader Model 5.0, hull & domain shaders, DirectCompute (CS 5.0), 16K textures, BC6H/BC7, extended pixel formats, all 10_1 features.11.1WDDM 1.2 [11] 10_x: DirectCompute (CS 4.0/CS 4.1), extended pixel formats, logical blend operations.
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 5000/6000/7300-7600/8300-8400, R5 210-235 series (Terascale 2), HD 6900 (Terascale 3);

Nvidia GeForce GTX 400/500 series (Fermi);
Intel HD Graphics 4000/2500 (Ivy Bridge)

11.2WDDM 1.311_x: Tiled resources (two tiers), min/max filteringNvidia GeForce GTX 600/700/Titan series (Kepler), GTX 745/750 series (Maxwell, 1st gen)
11_111.1WDDM 1.2Logical 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.11.3WDDM 2.011_x/12_x: Conservative rasterization (three tiers), [17] tiled resources (four tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, UMA/hUMA support [18] Mali-T 760/860/880, Mali-G71/72; Adreno 400 series;

AMD HD 7700-7900/8500-8900, Rx 240/250/265/270/280, Rx 330/340/350/370, R5/R7 400 series (GCN1);
Intel HD Graphics 4200-5200 (7.5 gen, Haswell), 5300-6300 (8 gen, Broadwell)

12_011.3WDDM 2.0Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats).AMD HD 7790/8770, Rx 260/290, Rx 360/390, R7 455 series, Xbox One (GCN2), R9 285/380, Fury/Nano series (GCN3), RX 460-480, RX 500 series (GCN4)
12_1Conservative Rasterization Tier 1, Rasterizer Ordered Views. Adreno 500/600 series;

Nvidia GeForce 900/Titan series (Maxwell, 2nd gen); [19] [20] [21] [22] [23] GeForce 10 series (Pascal), GeForce 20 series (Turing);
AMD RX Vega series (GCN5), Radeon RX 5000 series (RDNA);
Intel HD Graphics 510-580 (9 gen, Skylake), [24] 605-620 (9.5 gen, Kaby Lake)

Feature levelDirect3D runtimeDriver modelFeaturesDirect3D runtimeDriver modelFeaturesGPUs supporting as a maximum feature level
Required featuresOptional features

Direct3D 12

Direct3D 12 requires graphics hardware conforming to feature levels 11_0 and 11_1 which support virtual memory address translations. [25] [26]

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. [27] 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, [28] which requires WDDM 2.1 drivers, and new DXIL compiler based on LLVM. [29] Windows 10 Creators Update versions 1703 and 1709 include Shader Model 6.1 and WDDM 2.2/2.3.

Direct3D 12 feature levels
LevelDriver modelRequired featuresOptional featuresGPUs supporting as a maximum feature level
11_0WDDM 2.0All mandatory 11_0 features from Direct3D 11, Shader Model 5.1, Resource binding Tier 1.

UAVs at every pipeline stage, UAV only rendering with force sample count, constant buffer offsetting and partial updates.

Resource binding (three tiers), tiled resources (four tiers), conservative rasterization (three tiers), stencil reference value from Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, UMA/hUMA support, view instancing.

Logical blend operations, double precision (64-bit) floating point operations, minimum floating point precision (10 or 16 bit).

Shader Model 6.0-6.7

Metacommands, variable shading rate, raytracing, mesh shaders, sampler feedback.

Other optional features defined by D3D_FEATURE structures. [30]

Nvidia GeForce GTX 400/500 series (Fermi), GeForce GTX 600/700/Titan series (Kepler), GTX 745/750 series (Maxwell, 1st gen)
11_1Logical blend operations, target-independent rasterization, increased UAV slot count. Mali-G71/72;

AMD HD 7700-7900/8500-8900, Rx 240/250/265/270/280, Rx 330/340/350/370, R5/R7 400 series (GCN1);
Intel HD Graphics 4200-5200 (7.5 gen, Haswell), 5300-6300 (8 gen, Broadwell)

12_0WDDM 2.0Resource Binding Tier 2, Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats)AMD HD 7790/8770, Rx 260/290, Rx 360/390, R7 455 series, Xbox One (GCN2), R9 285/380, Fury/Nano series (GCN3), RX 460-480, RX 500 series (GCN4)
WDDM 2.1Shader Model 6.0, DXIL
12_1Nvidia GeForce 900/Titan series (Maxwell, 2nd gen), GeForce 10 series (Pascal), GeForce 16 series (Turing)

AMD RX Vega series (GCN5), Radeon RX 5000 series (RDNA);
Intel HD Graphics 510-580 (9 gen, Skylake), 605-620 (9.5 gen, Kaby Lake)

WDDM 2.0Conservative Rasterization Tier 1, Rasterizer Ordered Views.
12_2WDDM 2.9DirectX 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. [31] [32] Nvidia GeForce 20 series (Turing), GeForce 30 series (Ampere), GeForce 40 series (Lovelace);

AMD Radeon RX 6000 series (RDNA2), Radeon RX 7000 series (RDNA3);
Intel Arc Alchemist series (Xe HPG)

CORE_1_0MCDM [33] Compute-only device: Resource Binding Tier 1 (with restrictions), Shader Model 6.0, DXIL, Compute Shaders only [33] Shader Model 6.0-6.7, metacommands.Intel NPU (Meteor Lake, [34] [35] Arrow Lake)

Direct3D 12 introduces a revamped resource binding model, allowing explicit control of memory. Abstract resource "view" objects [36] which allowed random read/write access are now represented by resource descriptors, which are allocated using memory heaps and tables. [37] 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) hardware impose some limits on the number of descriptors ("views") that can be used simultaneously. Additionally, buffers and textures can mixed together in the same resource heap only on hardware supporting Resource Heap Tier 2, while Tier 1 hardware requires separate memory heaps for buffers, textures, and render-target and depth stencil surfaces. Resource binding tier 1 and resource heap tier 1 are required for all supporting hardware.

Resource binding tiers
Resource limitsTier 1Tier 2Tier 3
Descriptors in CBV/SRV/UAV heap1M>1M
CBVs per shader stage14full heap
SRVs per shader stage128full heap
UAVs across all stages864full heap
64
Samplers per shader stage16full heap
Feature level required11_011_1
Unpopulated root signature entriesNoSRV heaps onlyall heaps
64 slots on feature level 11_1 and CORE_1_0 hardware

Some of the optional features such as tiled resources and conservative rasterization have "tiers" which define the set of supported capabilities.

Tiled resources tiers
CapabilityTier 1Tier 2Tier 3Tier 4
Tiled BufferYes
Tiled Texture2DYes
Sample with LOD clampNoYes
Sample with FeedbackNoYes
NULL tile readundefinedzero
NULL tile writeundefineddiscarded
Tiled Texture3DNoYes
Texture tile data-inheritance [38] NoYes

Conservative rasterization tiers
CapabilityTier 1Tier 2Tier 3
Required uncertainty region1/2 px1/256 px
Post-snap degenerate trianglesNoNot culled
Inner input coverageNoYes

Most features are optional for all feature levels, but some of these features are promoted to required on higher feature levels.

Support matrix

Direct3D 12 optional feature support matrix by GPU vendor and series
GPU
Feature
Microsoft AMD Radeon Nvidia GeForce Intel Graphics Technology / Intel Arc
NameTiers WARP12 GCN 1 GCN 2 / GCN 3 / GCN 4 GCN 5 / RDNA RDNA 2 / RDNA 3 Fermi Kepler Maxwell
(1st gen)
Maxwell
(2nd gen)
Pascal Volta Turing 16 series Turing 20 series / Ampere / Lovelace Gen7.5
(Haswell)
Gen8
(Broadwell)
Gen9 / Gen9.5
(SKL / KBL / CFL / CML)
Gen11
(Ice Lake)
Alchemist / Xe-LP / Gen12
(TGL / RKL / ADL / RPL)
Alchemist / Xe-HPG / Gen12.7
(Intel Arc)
Maximum feature level12_111_112_012_112_211_012_112_211_112_112_2
Resource binding [39] 3Tier 3Tier 3Tier 1Tier 2Tier 3Tier 1Tier 3
Tiled resources [40] [41] 4Tier 3Tier 1Tier 2Tier 3Tier 1Tier 3NoTier 1Tier 3
Typed UAV loads for additional formats [42] YesYesNoYesNoYes
Conservative rasterization [43] 3Tier 3NoTier 3NoTier 1Tier 2Tier 3NoTier 3
Rasterizer-ordered views [44] YesNoYesNoYesYes
Stencil reference value from Pixel Shader [45] YesYesNoNoYes
UAV slots for all stages [46] full heapfull heap864full heap64full heap
Logical blend operations [47] [48] YesYesYesYes
Double precision (64-bit) floating point operations [49] [50] YesYesYesYesNo
Minimum floating point precision [48] [51] 10 or 16 bit32 bit16 bit32 bit16 bit32 bit16 bit
Resource heap [52] 2Tier 2Tier 2Tier 1Tier 2Tier 2Tier 1
Per-resource virtual addressing [53] 32 bit40 bit44 bit47 bit40 bit31 bit38 bit44 bit
Per-process virtual addressing [53] 47 bit40 bit44 bit48 bit40 bit31 bit48 bit
View instancing [54] [55] 3Tier 1Tier 1Tier 1Tier 2Tier 3Tier 1Tier 2
Raytracing [56] 2Tier 1.1NoTier 1.1NoTier 1Tier 1.1NoTier 1.1
Variable-rate shading [57] 2Tier 1NoTier 2NoTier 2NoTier 1Tier 2
Mesh shaders [58] 1Tier 1NoTier 1NoTier 1NoTier 1
Sampler feedback [59] 2Tier 1NoTier 1NoTier 0.9NoTier 0.9

See also

Related Research Articles

<span class="mw-page-title-main">DirectX</span> Collection of multimedia related APIs on Microsoft platforms

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

<span class="mw-page-title-main">OpenGL</span> Cross-platform graphics API

OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

<span class="mw-page-title-main">High-Level Shader Language</span> Shading language

The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

In computing, DirectInput is a legacy Microsoft API for collecting input from a computer user, via input devices such as the mouse, keyboard, or a gamepad. It also provides a system for action mapping, which allows the user to assign specific actions within a game to the buttons and axes of the input devices. Additionally it handles haptic feedback (input/output) devices. Microsoft introduced a new input library called XInput specifically for the Xbox 360 controller.

In computing, D3DX is a high level API library which is written to supplement Microsoft's Direct3D graphics API. The D3DX library was introduced in Direct3D 7, and subsequently was improved in Direct3D 9. It provides classes for common calculations on vectors, matrices and colors, calculating look-at and projection matrices, spline interpolations, and several more complicated tasks, such as compiling or assembling shaders used for 3D graphic programming, compressed skeletal animation storage and matrix stacks. There are several functions that provide complex operations over 3D meshes like tangent-space computation, mesh simplification, precomputed radiance transfer, optimizing for vertex cache friendliness and strip reordering, and generators for 3D text meshes. 2D features include classes for drawing screen-space lines, text and sprite based particle systems. Spatial functions include various intersection routines, conversion from/to barycentric coordinates and bounding box and sphere generators.

<span class="mw-page-title-main">Shader</span> Type of program in a graphical processing unit (GPU)

In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.

<span class="mw-page-title-main">Mesa (computer graphics)</span> Free and open-source library for 3D graphics rendering

Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers.

Desktop Window Manager is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows.

Compared with previous versions of Microsoft Windows, features new to Windows Vista are numerous, covering most aspects of the operating system, including additional management features, new aspects of security and safety, new I/O technologies, new networking features, and new technical features. Windows Vista also removed some others.

<span class="mw-page-title-main">Windows System Assessment Tool</span> Computer assessment tool for Windows

The Windows System Assessment Tool (WinSAT) is a module of Microsoft Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10, and Windows 11 that is available in the Control Panel under Performance Information and Tools (except in Windows 8.1, Windows 10, and Windows 11). It measures various performance characteristics and capabilities of the hardware it is running on and reports them as a Windows Experience Index (WEI) score. The WEI includes five subscores: processor, memory, 2D graphics, 3D graphics, and disk; the basescore is equal to the lowest of the subscores and is not an average of the subscores. WinSAT reports WEI scores on a scale from 1.0 to 5.9 for Windows Vista, 7.9 for Windows 7, and 9.9 for Windows 8, Windows 8.1, Windows 10, and Windows 11.

Windows Display Driver Model is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista.

Direct2D is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008.

Windows Advanced Rasterization Platform (WARP) is a software rasterizer and a component of DirectX graphics runtime in Windows 7 and later. It is available for Windows Vista and Windows Server 2008 through platform update for Windows Vista.

The transition from Windows 7 to Windows 8 introduced a number of new features across various aspects of the operating system. These include a greater focus on optimizing the operating system for touchscreen-based devices and cloud computing.

ANGLE is an open source, cross-platform graphics engine abstraction layer developed by Google. ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls. It is a portable version of OpenGL but with limitations of OpenGL ES standard.

Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and it is also designed to work with modern multi-core CPUs.

DirectX Raytracing (DXR) is a feature introduced in Microsoft's DirectX 12 that implements ray tracing, for video graphic rendering. DXR was released with the Windows 10 October update on October 10, 2018. It requires an AMD Radeon RX 6000 series, AMD Radeon RX 7000 series, Intel Arc A series, or Nvidia GeForce 20, 30, or 40 series video card, which is designed to handle the high computing load used for ray tracing.

<span class="mw-page-title-main">Cg (programming language)</span> Shading language

Cg and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units.

DXVK is an open-source translation layer which converts Direct3D 8/9/10/11 calls to Vulkan. It is used by Proton/Steam for Linux, by Intel Windows drivers, VirtualBox 7.0, and it can be used to run Direct3D-based games under Windows using Vulkan. DXVK has been confirmed to support over 80% of Direct3D Windows games "near flawlessly".

References

  1. 1 2 3 "Direct3D 11 on Downlevel Hardware". MSDN. Retrieved 2012-11-18.
  2. "Windows Driver Kit - Supporting Direct3D 11". MSDN. Retrieved 2009-06-13.
  3. 1 2 3 4 Chuck Walbourn (June 20, 2012). "Direct3D Feature Levels". Games for Windows and the DirectX SDK Blog.
  4. "Gamefest 2008 Presentations". Microsoft. Archived from the original on 2013-11-13.
  5. "Direct3D feature levels". MSDN. Retrieved 2012-07-02.
  6. "GameFest 2008: Introduction to the Direct3D 11 Graphics Pipeline". Microsoft. Slide 56. Archived from the original on 2013-01-28.
  7. "D3D10_FEATURE_LEVEL1 enumeration". MSDN. Retrieved 2009-11-22.
  8. "Direct3D feature levels". MSDN. Retrieved 30 September 2014.
  9. "10Level9 reference". MSDN. Retrieved 2012-11-18.
  10. MSDN - DirectX and Gaming - Asm Shader Reference
  11. 1 2 "Direct3D 11.1 Features - Win32 apps". 19 August 2020.
  12. "MSDN Blogs" . Retrieved 30 September 2014.
  13. "Platform Update for Windows 7 - Win32 apps". 19 August 2020.
  14. Bennett Sorbo (June 26, 2013). "What's New in Direct3D 11.2". Channel9 - BUILD 2013.
  15. "Samsung Announces A15/Mali-T604 Based Exynos 5 Dual". AnandTech. Retrieved 2013-06-15.
  16. "Vivante Vega Cores for 3D". Vivante. Archived from the original on 2015-02-15. Retrieved 2014-12-10.
  17. "D3D11_CONSERVATIVE_RASTERIZATION_TIER enumeration". MSDN library. 22 February 2015. Retrieved 22 February 2015.
  18. "Direct3D 11.3 Features". MSDN library. 28 March 2015. Retrieved 28 March 2015.
  19. Ryan Smith. "AnandTech - The NVIDIA GeForce GTX 980 Review: Maxwell Mark 2" . Retrieved 30 September 2014. First and foremost among Maxwell 2's new features is the inclusion of full Direct3D 11.2/11.3 compatibility.
  20. Ryan Smith. "AnandTech - Microsoft Details Direct3D 11.3 & 12 New Rendering Features" . Retrieved 30 September 2014.
  21. "Maxwell and DX12 Delivered". NVIDIA. Archived from the original on 6 October 2014. Retrieved 30 September 2014.
  22. "MSDN Blogs" . Retrieved 30 September 2014.
  23. "Maxwell: The Most Advanced CUDA GPU Ever Made". 19 September 2014.
  24. "Intel Skylake: Core i7-6700K und i5-6600K im Test". PC GAMES HARDWARE ONLINE. 5 August 2015. Retrieved 5 August 2015.
  25. GVCS005 - Microsoft Direct3D 12: New API Details and Intel Optimizations Archived April 4, 2015, at the Wayback Machine
  26. Build 2015: Advanced DirectX12 Graphics and Performance
  27. "Hardware Tiers - Win32 apps". 30 December 2021.
  28. "HLSL Shader Model 6.0 - Win32 apps". 25 August 2021.
  29. "FAQ · microsoft/DirectXShaderCompiler Wiki". GitHub .
  30. "D3D12_FEATURE - Win32 apps". 14 February 2023.
  31. "New in DirectX— Feature Level 12_2". 27 August 2020.
  32. "Feature Level 12_2".
  33. 1 2 "The Direct3D 12 Core 1.0 Feature Level - Win32 apps". 2 July 2020.
  34. "Intel Meteor Lake Technical Deep Dive". 19 September 2023.
  35. "Intel Unveils Meteor Lake Architecture: Intel 4 Heralds the Disaggregated Future of Mobile CPUs".
  36. "Introduction to a Resource in Direct3D 11 - Win32 apps". 6 October 2021.
  37. Wolfgang Engel. "Introduction to Resource Binding in Microsoft DirectX 12".
  38. "Memory Aliasing and Data Inheritance - Win32 apps". 30 December 2021.
  39. stevewhims. "Descriptor Heaps - Windows applications". docs.microsoft.com. Retrieved 2019-09-08.
  40. "D3D12_TILED_RESOURCES_TIER (D3d12.h) - Win32 apps". 31 January 2022.
  41. "Volume tiled resources (Direct3D 12) - Win32 apps". 30 December 2021.
  42. "Typed unordered access view (UAV) loads - Win32 apps". 30 December 2021.
  43. "Direct3D 12 Conservative Rasterization - Win32 apps". 30 December 2021.
  44. "Rasterizer-ordered views - Win32 apps". 30 December 2021.
  45. "Shader Specified Stencil Reference Value (Direct3D 12 Graphics) - Win32 apps". 30 December 2021.
  46. "Descriptor Heaps - Win32 apps". 30 December 2021.
  47. "Direct3D 11.1 Features - Win32 apps". 19 August 2020.
  48. 1 2 "Capability querying - Win32 apps". 30 December 2021.
  49. "D3D11_FEATURE_DATA_DOUBLES (D3d11.h) - Win32 apps". 22 February 2024.
  50. "DirectX feature improvements in Windows 8 - Windows drivers". 15 December 2021.
  51. "Direct3D 11.1 Features - Win32 apps". 19 August 2020.
  52. windows-sdk-content. "D3D12_RESOURCE_HEAP_TIER (d3d12.h)". docs.microsoft.com. Retrieved 2019-09-08.
  53. 1 2 "D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT (D3d12.h) - Win32 apps". 2 April 2021.
  54. "D3D12_VIEW_INSTANCING_TIER (D3d12.h) - Win32 apps". 31 January 2022.
  55. "D3D12_VIEW_INSTANCING_DESC (D3d12.h) - Win32 apps". 2 April 2021.
  56. windows-sdk-content. "D3D12_RAYTRACING_TIER (d3d12.h)". docs.microsoft.com. Retrieved 2019-09-08.
  57. stevewhims. "Variable-rate shading (VRS) - Windows applications". docs.microsoft.com. Retrieved 2019-09-08.
  58. "Mesh Shader".
  59. "Sampler Feedback".