Direct3D feature levels discussion

Discussion in 'Rendering Technology and APIs' started by DmitryKo, Feb 20, 2015.

  1. Alessio1989

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    Yeah, but I was deceived by IntelExt_BeginPixelShaderOrdering shader

    Code:
    void IntelExt_BeginPixelShaderOrdering( )
    {
        DeviceMemoryBarrier();   
        uint opcode = g_IntelExt.IncrementCounter();
        g_IntelExt[opcode].opcode = INTEL_EXT_BEGIN_PIXEL_ORDERING;
        g_IntelExt[opcode].rid = 0xFFFF;
    }
    named pretty similar to the OGL extension function call beginFragmentShaderOrderingINTEL
     
  2. Kaarlisk

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    Haswell with driver 10.18.15.4225 on build 10074.

    "Intel(R) HD Graphics Family"
    VEN_8086, DEV_0A16, SUBSYS_2246103C, REV_0B
    Dedicated video memory : 134742016 bytes
    Total video memory : 4294901760 bytes
    Maximum feature level : D3D_FEATURE_LEVEL_11_1 (0xb100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED (0)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_1 (1)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 0
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    MaxGPUVirtualAddressBitsPerResource : 31
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    Adapter Node 0: TileBasedRenderer: 0, UMA: 1, CacheCoherentUMA: 1
     
  3. Kaarlisk

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    It might also be interesting to see what CacheCoherentUMA reports on Kaveri and Carrizo.
     
  4. liquidboy

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  5. Alessio1989

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    mmm, let's wait another driver update.

    Good to know that.
     
  6. liquidboy

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    Someone trying to define Dx12 Feature Levels and Tiers

    • Tier 1: INTEL Haswell e Broadwell, NVIDIA Fermi
    • Tier 2: NVIDIA Kepler, Maxwell 1.0 and Maxwell 2.0
    • Tier 3: AMD GCN 1.0, GCN 1.1 and GCN 1.2

    • Feature level 11.0: NVIDIA Fermi, Kepler, Maxwell 1.0
    • Feature level 11.1: AMD GCN 1.0, INTEL Haswell and Broadwell
    • Feature level 12.0: AMD GCN 1.1 and GCN 1.2
    • Feature level 12.1: NVIDIA Maxwell 2.0
     
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  7. pjbliverpool

    pjbliverpool B3D Scallywag
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    Guess...
    That's a good summary.

    Note, the author is above you ;)
     
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  8. DmitryKo

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    Thanks! Anyone with Kepler/Maxwell1, Maxwell-2, or Skylake to run the D3D12 feature test tool?

    It would be more interesting to know what difference does it make for the graphics programmer...

    They did not include Skylake, as I did in my tables... otherwise seems to be correct.
     
  9. Alessio1989

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    I didn't know if Skylake iGP feature were or not still under NDA. ^_^
     
  10. pharma

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    Based on content the site seems to focus primarily on one GPU vendor, not much balance in articles or personal conclusions drawn.
     
  11. Alessio1989

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    I am not directly involved in the content production of the site anymore, however I can tell that is a small site. If you are a small site and when only one GPU vendor is interested to provides you quite regularity samples to test, you cannot create with magic other vendors hardware to write about.
    Of course everyone has it's own personal opinions, but no-one on that site is a professional journalist, and I personally see every-day too much professional journalist trying to be non-objective as much as possible.
     
  12. MDolenc

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    Kepler says:
    ADAPTER 0
    "NVIDIA GeForce GTX 680"
    VEN_10DE, DEV_1180, SUBSYS_0969196E, REV_A1
    Dedicated video memory : 2086338560 bytes
    Total video memory : 4294901760 bytes
    Maximum feature level : D3D_FEATURE_LEVEL_11_0 (0xb000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_1 (1)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_2 (2)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 0
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    MaxGPUVirtualAddressBitsPerResource : 31
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 0
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
    Adapter Node 0: TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0
     
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  13. AlexV

    AlexV Heteroscedasticitate
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    Using functionality such as mapping default buffers should be guided by this after a point. Just an example.
     
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  14. 3dilettante

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    Let's have a little gratitude for the consoles. If it weren't for their contribution to the R&D for their generation of GPU, the current situation might have been Maxwell at 12_1 and everything else being 11_1, assuming there would be sufficient push for a 12_foo with two major IHVs being below the bar.
     
  15. Andrew Lauritzen

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    I have no major beef with the consoles - in some ways I'm surprised AMD hasn't been pushing the generality of GCN a lot harder than they have (in Mantle and otherwise). In their situation I think I would have long since entirely dispensed with the notions of driver-managed descriptors, samplers, etc. and just directly exposed the relevant memory encoding routines. Honestly I think the desire to remain compatible with current shading languages (HLSL) really puts a damper on what that hardware is otherwise capable of.

    In any case I'm glad we can all get onto bindless soon, but it's sort of sad that ubiquitous ROV support is still a ways away, if only because there aren't really good alternatives other than picking inferior algorithms. At least with conservative rasterization you have software fallbacks (GS) on hardware that doesn't support it natively.
     
  16. Andrew Lauritzen

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    Skylake hasn't launched yet so all the information is obviously speculation. That said, it's fun to watch you guys speculate so please continue ;)
     
  17. DmitryKo

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    Feature level 12_x for Skylake has been announced in IDF2014 presentation GVCS005 - Microsoft* Direct3D* 12: New API Details and Intel Optimizations (PDF page 46, webcast 39:05) - if it's a speculation, it comes directly from Intel.

    Thanks! Now we have a complete picture for Resource Heap tiers ... whatever these tiers mean.

    It's always good to have an explicit definition.
     
    #257 DmitryKo, Jun 8, 2015
    Last edited: Jun 8, 2015
  18. sebbbi

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    Maxwell most likely implements this feature with GS pass-through (https://developer.nvidia.com/sites/...l/specs/GL_NV_geometry_shader_passthrough.txt). I am actually surprised that Kepler doesn't support this, since AMD has had this since OpenGL 4.2 (https://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt).

    This presentation lists all the other relevant NVIDIA Maxwell extensions regarding to DirectX 12.1 features:
    https://developer.nvidia.com/content/maxwell-gm204-opengl-extensions

    Fragment Shader Interlock = Rasterizer ordered views (https://developer.nvidia.com/sites/...ngl/specs/GL_NV_fragment_shader_interlock.txt).
     
  19. DmitryKo

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    #259 DmitryKo, Jun 8, 2015
    Last edited: Jun 8, 2015
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  20. pharma

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    [​IMG]

    http://www.extremetech.com/extreme/...what-amd-intel-and-nvidia-do-and-dont-deliver
     
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