Direct3D feature levels discussion

This makes no sense as the company in question has actually introduced the feature in the first place.
That makes even more sense, because you have precedence.

edit: If you want to entertain that train of thought in the first place and do not dimiss it as conspiracy theory outright, which I would totally understand.
 
SM6.6 looks pretty interesting. Is this mainly about XBox Series, with forwards compatibility over time for PC?
 
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Latest version of the D3D12CheckFeatureSupport tool has stopped reporting anything after SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 (0) for some reason...

The output looks like this now:

Code:
Direct3D 12 feature checker (April 2021) by DmitryKo (x64)
https://forum.beyond3d.com/posts/1840641/

Windows 6.2 version 2009 (build 9200.1288 vb_release) x64

ADAPTER 0
"NVIDIA GeForce RTX 3080"
VEN_10DE, DEV_2206, SUBSYS_87AC1043, REV_A1
Dedicated video memory : 10078.0 MB (10567548928 bytes)
Total video memory : 42802.8 MB (44881985536 bytes)
Video driver version : 30.0.14.9613
WDDM version : KMT_DRIVERVERSION_WDDM_2_7 (2700)
Virtual memory model : GPUMMU
Hardware-accelerated scheduler : Enabled
GraphicsPreemptionGranularity : DXGI_GRAPHICS_PREEMPTION_PIXEL_BOUNDARY (3)
ComputePreemptionGranularity : DXGI_COMPUTE_PREEMPTION_DISPATCH_BOUNDARY (1)
Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
DoublePrecisionFloatShaderOps : 1
OutputMergerLogicOp : 1
MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT (2) (0b0000'0010)
TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
PSSpecifiedStencilRefSupported : 0
TypedUAVLoadAdditionalFormats : 1
ROVsSupported : 1
ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
StandardSwizzle64KBSupported : 0
CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
CrossAdapterRowMajorTextureSupported : 0
VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
MaxGPUVirtualAddressBitsPerResource : 40
MaxGPUVirtualAddressBitsPerProcess : 40
Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0DisplayableTexture.SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 (0)
 
revisioned barriers and more C++ like HLSL are bigger deal than a video encoding api upon d3d12 interfaces to be honest.

C++ templates for shaders might not be as good of an idea as we once thought ...


A part of the reason why Tensorflow has ridiculously long build times is that they abuse templates and the Visual Studio team at Microsoft specifically tried to improve their case. Templates could potentially blow up shader compilation times ...
 
WDDM 3.1 incoming:

Screenshot2022021401.png

https://forums.guru3d.com/threads/windows-11-insider-nvidia-515-36.441826/
 
Nvidia has released official drivers with Windows 11 22H2 support.

Noticeable feature changes compared to when the tool still gave proper results (which is Win10 20H1 vs Win11 21H2) are:

  1. D3D_FEATURE_LEVEL_12_2 (0xc200) is declared by the driver
  2. D3D12_SHADER_MODEL_6_6 (0x0066) is supported
  3. ShaderCache.SupportFlags are extended with DRIVER_MANAGED_CACHE | SHADER_CONTROL_CLEAR | SHADER_SESSION_DELETE options (in addition to D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY)
  4. A bunch of new options are exposed, some are supported:
    1. UnalignedBlockTexturesSupported : 1
    2. MeshShaderPipelineStatsSupported : 1
    3. MeshShaderSupportsFullRangeRenderTargetArrayIndex : 1
    4. AtomicInt64OnTypedResourceSupported : 1
    5. AtomicInt64OnGroupSharedSupported : 1
    6. DerivativesInMeshAndAmplificationShadersSupported : 0
    7. WaveMMATier : D3D12_WAVE_MMA_TIER_NOT_SUPPORTED (0)
    8. VariableRateShadingSumCombinerSupported : 1
    9. MeshShaderPerPrimitiveShadingRateSupported : 1
    10. AtomicInt64OnDescriptorHeapResourceSupported : 1
    11. DisplayableTexture : 0
    12. DisplayableTexture.SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 (0)
  5. DirectML maximum feature level bumped to 4.0: DML_FEATURE_LEVEL_4_0 (0x4000)
    1. Additional metacommand added: Pooling [56][3][4]
  6. Also WDDM 3.1 will obviously be supported on Win11 22H2 - which I won't install any time soon I think.
Raw output:

Code:
Direct3D 12 feature checker (April 2021) by DmitryKo (x64)
https://forum.beyond3d.com/posts/1840641/

Windows 10 version 2009 (build 22000.739 co_release) x64

ADAPTER 0
"NVIDIA GeForce RTX 3080"
VEN_10DE, DEV_2206, SUBSYS_87AC1043, REV_A1
Dedicated video memory : 10078.0 MB (10567548928 bytes)
Total video memory : 42802.7 MB (44881889280 bytes)
Video driver version : 31.0.15.1640
WDDM version : KMT_DRIVERVERSION_WDDM_3_0 (3000)
Virtual memory model : GPUMMU
Hardware-accelerated scheduler : Enabled, DXGK_FEATURE_SUPPORT_STABLE (2)
GraphicsPreemptionGranularity : DXGI_GRAPHICS_PREEMPTION_PIXEL_BOUNDARY (3)
ComputePreemptionGranularity : DXGI_COMPUTE_PREEMPTION_DISPATCH_BOUNDARY (1)
Maximum feature level : D3D_FEATURE_LEVEL_12_2 (0xc200)
DoublePrecisionFloatShaderOps : 1
OutputMergerLogicOp : 1
MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT (2) (0b0000'0010)
TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
PSSpecifiedStencilRefSupported : 0
TypedUAVLoadAdditionalFormats : 1
ROVsSupported : 1
ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
StandardSwizzle64KBSupported : 0
CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
CrossAdapterRowMajorTextureSupported : 0
VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
MaxGPUVirtualAddressBitsPerResource : 40
MaxGPUVirtualAddressBitsPerProcess : 40
Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1, ProtectedResourceSessionTypeCount: 1 D3D12_PROTECTED_RESOURCES_SESSION_HARDWARE_PROTECTED
HighestShaderModel : D3D12_SHADER_MODEL_6_6 (0x0066)
WaveOps : 1
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 8704
ExpandedComputeResourceStates : 1
Int64ShaderOps : 1
RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
DepthBoundsTestSupported : 1
ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 (2)
ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY | DRIVER_MANAGED_CACHE | SHADER_CONTROL_CLEAR | SHADER_SESSION_DELETE (115) (0b0111'0011)
CopyQueueTimestampQueriesSupported : 1
CastingFullyTypedFormatSupported : 1
WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS | VIDEO_ENCODE (127) (0b0111'1111)
ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_3 (3)
BarycentricsSupported : 1
ExistingHeaps.Supported : 1
MSAA64KBAlignedTextureSupported : 1
SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_2 (2)
Native16BitShaderOpsSupported : 1
AtomicShaderInstructions : 0
SRVOnlyTiledResourceTier3 : 1
RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
RaytracingTier : D3D12_RAYTRACING_TIER_1_1 (11)
AdditionalShadingRatesSupported : 1
PerPrimitiveShadingRateSupportedWithViewportIndexing : 1
VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_2 (2)
ShadingRateImageTileSize : 16
BackgroundProcessingSupported : 1
MeshShaderTier : D3D12_MESH_SHADER_TIER_1 (10)
SamplerFeedbackTier : D3D12_SAMPLER_FEEDBACK_TIER_0_9 (90)
UnalignedBlockTexturesSupported : 1
MeshShaderPipelineStatsSupported : 1
MeshShaderSupportsFullRangeRenderTargetArrayIndex : 1
AtomicInt64OnTypedResourceSupported : 1
AtomicInt64OnGroupSharedSupported : 1
DerivativesInMeshAndAmplificationShadersSupported : 0
WaveMMATier : D3D12_WAVE_MMA_TIER_NOT_SUPPORTED (0)
VariableRateShadingSumCombinerSupported : 1
MeshShaderPerPrimitiveShadingRateSupported : 1
AtomicInt64OnDescriptorHeapResourceSupported : 1
DisplayableTexture : 0
DisplayableTexture.SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 (0)
DirectML maximum feature level : DML_FEATURE_LEVEL_4_0 (0x4000)
Metacommands enumerated : 8
Metacommands [parameters per stage]: Conv (Convolution) [84][1][6], CopyTensor [3][1][31], MVN (Mean Variance Normalization) [67][1][6], GEMM (General matrix multiply) [67][1][6], Conv (Convolution) [108][5][6], GEMM (General matrix multiply) [91][5][6], MVN (Mean Variance Normalization) [91][5][6], Pooling [56][3][4]
 
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