Direct3D feature levels discussion

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

  1. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Ooops... reporting of Shader models 6_2 and 6_3/6_4 was broken. Please re-download the .zip from the original post.

    Impact should be minimal as SM 6_2 was not supported by WARP12 version 1803 (build 17134) even in experimental developer mode, and anyway Microsoft still has not fixed DXCapsViewer to properly report root signature version and maximum shader version.
     
    #921 DmitryKo, Oct 9, 2018
    Last edited: Oct 20, 2018
    Ryan Smith likes this.
  2. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Though Direct3D12 documentation is still outdated, some details about new Direct3D12 API features are available from the Windows Driver Kit documentation:
    https://docs.microsoft.com/en-us/wi...what-s-new-in-driver-development#display-1809


    What's new in driver development

    What's new in Windows 10, version 1809 (latest)

    Display

    Updates to Display driver development in Windows 10, version 1809 include the following:
    • Raytracing New Direct3D DDI's were created in parallel of Direct3D API's, in order to support hardware-accelerated raytracing... For more info about raytracing, see Announcing Microsoft DirectX Raytracing.

    • SRV-Only Tiled Resource Tier 3 In Windows 10, version 1809, Tiled Resource Tier 3 capabilities can be supported less-orthogonally by GPUs. Direct3D12 now supports sparse volume textures without requiring unordered-access and render-target operations. SRV-Only Tiled Resource Tier 3 is a conceptual tier that fits between Tier 2 and Tier 3. Hardware support is optional, just like orthogonal Tiled Resource Tier 3 support currently is... The runtime will advertise SRV-Only Tiled Resource Tier 3 support to applications for any hardware that already supports orthogonal Tiled Resource Tier 3.

    • Render Pass The Render Pass feature was added to:
      • Allow new APIs to be run on existing drivers.
      • Allow user mode drivers to choose optimal rendering path without heavy CPU penalty.

    • Meta-commands A Meta-command is Direct3D12 object that represents an IHV-accelerated algorithm. It’s an opaque reference to a command generator implemented by the driver. Meta-command updates include Descriptor Table Binding and Texture binding...
      • Enable Compute Algorithms to use Texture Resources (swizzled memory)
      • Enable Graphics Pipeline Algorithms

    • HDR Brightness Compensation A new SDR brightness boost was introduced to raise the reference white of SDR content to the user-desired value, allowing SDR content to be reproduced to a typical 200-240 nits, which is equivalent to what users have expected for SDR displays....

    • HDR Pixel Format Support This kernel mode device driver interface (DDI) change is part of WDDM 2.5 to expose new capabilities to be reported by driver/device, providing information regarding the HDR functionality supported by the driver/device... The HDR capabilities reporting by the driver now includes a Driver/Device level capabilities, which will let OS know if the Driver/Device supports true HDR (i.e. FP16HDR), or only supports a limited form of HDR (i.e. ARGB10HDR)...

    • SDR White Level A kernel mode device driver interface change includes adding new parameters to existing DDIs to let the Graphics drivers know the “SDR white level” value that is being applied by the OS compositor for all the SDR content, for a display which is running in HDR mode...

    What's new in Windows 10, version 1803

    Display
    The following are updates to Display driver development in Windows 10, version 1803:

    • IOMMU hardware-based GPU isolation support - Increases security by restricting GPU access to system memory.

    • Tiled resource tier and LDA atomics - A new cross node sharing tier to add support for atomic shader instructions working across linked adapter (LDA) nodes. This improves ISVs ability to implement multiple GPU rendering techniques like split frame rendering (SFR) and clearly advances the capabilities over what is possible in D3D11.

    • GPU dithering support - Drivers can report the ability to performing dithering on the wire signal for a given timing mode. This allows the OS to explicitly request dithering in scenarios where a higher effective bit depth is needed than is physically available on the monitor link, for example for HDR10 over HDMI 2.0.

    • Direct3D12 and Video - New API and DDI to provide access to the following capabilities:
      • Hardware accelerated video decoding
      • Content Protection
      • Video processing

    • DisplayID - A new DDI, designed to allow the VESA’s DisplayID descriptor to be queried from a display controlled by a graphics adapter and shall support DisplayID v1.3 and DisplayID v2.0...

    • Shared texture improvements - Includes increasing the types of textures that can be shared across processes and D3D devices. This design enables the frame server OS component to support monochrome with minimal memory copying.

    What's new in Windows 10, version 1709

    Display
    The following is a list of new features for Windows Display driver development in Windows 10, version 1709.
    • Display ColorSpace Transform DDIs provide additional control over color space transforms applied in the post-composition display pipeline.

    • The D3D12 Copy Queue Timestamp Queries feature will allow applications to issue timestamp queries on COPY command lists/queues. These timestamps are specified to function identically to timestamps on other engines.

    • Enhanced Video integration into Direct3D12 Runtime through:
      1. Hardware accelerated video decoding
      2. Content protection
      3. Video processing
     
    Malo and pharma like this.
  3. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Lightman likes this.
  4. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    1,314
    Likes Received:
    7
    Location:
    msk.ru/spb.ru
    Results from the updated tool:

    Pascal
    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    
    ADAPTER 0
    "NVIDIA GeForce GTX 1080"
    VEN_10DE, DEV_1B80, SUBSYS_1B8010DE, REV_A1
    Dedicated video memory : 8079.0 MB (8471445504 bytes)
    Total video memory : 40804.3 MB (42786373632 bytes)
    Video driver version : 25.21.14.1634
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    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_2 (2)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:    TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 2560
    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 (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_2 (2)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    Pascal + devmode
    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    Checking for experimental features SM6 TR4
    
    ADAPTER 0
    "NVIDIA GeForce GTX 1080"
    VEN_10DE, DEV_1B80, SUBSYS_1B8010DE, REV_A1
    Dedicated video memory : 8079.0 MB (8471445504 bytes)
    Total video memory : 40804.3 MB (42786373632 bytes)
    Video driver version : 25.21.14.1634
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_4 (4)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_2 (2)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:    TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 2560
    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 (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_2 (2)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
     
  5. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    1,314
    Likes Received:
    7
    Location:
    msk.ru/spb.ru
    Polaris
    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    
    ADAPTER 0
    "Radeon(TM) RX 460 Graphics"
    VEN_1002, DEV_67EF, SUBSYS_2374148C, REV_CF
    Dedicated video memory : 1993.1 MB (2089877504 bytes)
    Total video memory : 6066.4 MB (6361051136 bytes)
    Video driver version : 25.20.14003.1010
    Maximum feature level : D3D_FEATURE_LEVEL_12_0 (0xc000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    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
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 896
    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 | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    Polaris + devmode
    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    Checking for experimental features SM6 TR4
    
    ADAPTER 0
    "Radeon(TM) RX 460 Graphics"
    VEN_1002, DEV_67EF, SUBSYS_2374148C, REV_CF
    Dedicated video memory : 1993.1 MB (2089877504 bytes)
    Total video memory : 6066.4 MB (6361051136 bytes)
    Video driver version : 25.20.14003.1010
    Maximum feature level : D3D_FEATURE_LEVEL_12_0 (0xc000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    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
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 896
    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 | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
     
  6. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Latest Nvidia driver version is reported as 25.21.14.1634, while AMD driver is 25.20.14003.1010 and Intel driver is 25.20.100.6323. Khmmm...


    This support article asserts that the leading "25.20" refer to WDDM 2.5 and DirectX version "12.1":
    https://www.intel.com/content/www/us/en/support/articles/000005654/

    It also covers prior OS/WDDM versions, and the numbers match versioning rules in Microsoft WDK documentation (though the latter only covers Windows 2000 and Vista):
    https://docs.microsoft.com/en-us/wi...ion-numbers-for-windows-vista-display-drivers
    https://docs.microsoft.com/en-us/wi...s/display/version-numbers-for-display-drivers

    So the full versioning rules for kernel-mode display driver (aka "Driver Store Version") should be as follows:

    Code:
    ID    Operation System – WDDM Version
    25     Windows 10 October 2018 Update (1809 build 17763)  – WDDM 2.5
    24     Windows 10 April 2018 Update (1803 build 17134) – WDDM 2.4
    23     Windows 10 Fall Creators Update (1709 build 16299) – WDDM 2.3
    22     Windows 10 Creators Update (1703 build 15063) – WDDM 2.2
    21     Windows 10 Anniversary Update (1607 build 14393) – WDDM 2.1
    20     Windows 10 (1507 build 10240) – WDDM 2.0
    10     Windows 8.1 – WDDM 1.3
    9      Windows 8 – WDDM 1.2
    8      Windows 7 – WDDM 1.1
    7      Windows Vista – WDDM 1.0
    6      Windows 2000 and Windows XP
    5      Windows 2000 only
    4      Windows 95/98/98SE/Me or Windows NT 4.0
    
    Code:
    ID    DirectX Version
    21     12.2
    20     12.1
    19     12
    18     11.1
    17     11.0
    16     10.1
    15     10.0
    14     9.0
    13     8.x
    12     7.0
    11     6.x
    10     5.0
    3      3.0
    2      2.0
    1      1.0
    
     
    #926 DmitryKo, Oct 13, 2018
    Last edited: Oct 13, 2018
    Lightman, pharma and Ryan Smith like this.
  7. Alessio1989

    Regular Newcomer

    Joined:
    Jun 6, 2015
    Messages:
    564
    Likes Received:
    273
    GCN3 (no differences on dev mode)

    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    
    ADAPTER 0
    "AMD Radeon (TM) R9 380 Series"
    VEN_1002, DEV_6938, SUBSYS_E308174B, REV_F1
    Dedicated video memory : 4071.4 MB (4269203456 bytes)
    Total video memory : 12227.6 MB (12821614592 bytes)
    Video driver version : 25.20.14003.1010
    Maximum feature level : D3D_FEATURE_LEVEL_12_0 (0xc000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    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: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 2048
    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 | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
    I still do not understand why AMD do not add barycentric semantics.
     
  8. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    7,950
    Likes Received:
    1,655
    Location:
    Finland
    That's missing DirectX 11.2 and 11.3 though, and 12.2 isn't at least currently official?
     
  9. Svensk Viking

    Regular

    Joined:
    Oct 11, 2009
    Messages:
    493
    Likes Received:
    44
    Kepler

    Code:
    Windows 10 version 1809 (build 17763.1 rs5_release) x64
    Checking for experimental features SM6 TR4
    
    ADAPTER 0
    "NVIDIA GeForce GTX TITAN"
    VEN_10DE, DEV_1005, SUBSYS_84511043, REV_A1
    Dedicated video memory : 6035.6 MB (6328745984 bytes)
    Total video memory : 22388.1 MB (23475599360 bytes)
    Video driver version : 25.21.14.1616
    Maximum feature level : D3D_FEATURE_LEVEL_11_0 (0xb000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    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)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_2 (3)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 0
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:  TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 0
    Adapter Node 1:  TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 2688
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 1
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED (0)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
     
  10. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    It doesn't list DX8.1/8.2 or DX9.0b/c as well... I'd guess 11.1 is treated like a major new revision (since it was only available on Windows 8), while 11.2 is a minor update for tiled resources.

    Direct3D 11.3/11.4 expose a subset of hardware features from Direct3D 12 and use the same WDDM 2.x DDI.

    12.1 is not official either - and the meaning of "12.1" is a mystery, as it's definitely not related to feature level 12_1 or iD3D12Device1, as was custom in D3D10.1 and D3D11.x era.

    For all major GPU vendors, 21.19 driver branches changed to 21.20 at the time of version 1709, but I can't recall any major changes in the kernel-mode display driver or DXGI - the post above contains WDK release notes and what's new list for 1709 is very short.


    I would guess that Microsoft re-started giving each new Direct3D release a separate version in order to mitigate issues with OS upgrades - since Windows Update drivers are preferred over vendor-supplied drivers,OS upgrades and Insider Preview builds will often replace the latest vendor-supplied driver with an outdated WU driver release which has the same major/minor Driver Store version...

    Nvidia cards do not support it in D3D12 either, though they do provide proprietary Vulkan/OpenGL extensions (*_fragment_shader_barycentric).
     
    #930 DmitryKo, Oct 14, 2018
    Last edited: Oct 16, 2018
  11. pharma

    Veteran Regular

    Joined:
    Mar 29, 2004
    Messages:
    2,739
    Likes Received:
    1,470
    Providing "proprietary" extensions is pretty commonplace for everyone supporting Vulkan. The September driver 411.63 added support for VK_NV_fragment_shader_barycentric along with some other Turing features.

     
  12. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Anyone with a RX Vega running Windows 1809?

    Or maybe one of these "Windows 10 on ARM" notebooks with Adreno 540 graphics (HP Envy x2, Asus NovaGo, Lenovo Miix 630)?
     
    #932 DmitryKo, Oct 16, 2018
    Last edited: Oct 16, 2018
  13. oscarbg

    Newcomer

    Joined:
    Sep 2, 2009
    Messages:
    29
    Likes Received:
    9
    Hi,
    reports of both Titan V and Vega 56 on Windows Insider 18252 (RS6 preview but dxdiag reports WDDM2.5 drivers enabled for both Vega and Titan V)..
    report using 416.34 and amd 18.10.1 in experimental mode (checks also for RS6 features!)..
    without exp mode only changes D3D12_TILED_RESOURCES_TIER_ from 4 to 3 on both GPUs..
    notes both GPUs get :
    *D3D12_SHADER_MODEL_6_3
    *Native16BitShaderOpsSupported : 1
    *SRVOnlyTiledResourceTier3
    *no render pass support D3D12_RENDER_PASS_TIER_0
    finally:
    *Titan V is D3D12_RAYTRACING_TIER_1
    (turing also tier 1?)
    hardwareluxx has found a (non public)NV driver dated 10 october with DXR enabled on Pascal GPUs like 1080ti.. so it's enabled D3D12_RAYTRACING_TIER_1 also on this cards?
    I assume is the 416.33 press driver for 1070 reviews?

    @DmitryKo have you added also MSAA64KBAlignedTextureSupported to report, right?
    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 18252.1000 rs_prerelease) x64
    Checking for experimental features SM6 TR4
    
    ADAPTER 0
    "NVIDIA TITAN V"
    VEN_10DE, DEV_1D81, SUBSYS_121810DE, REV_A1
    Dedicated video memory : 12079.0 MB (12665749504 bytes)
    Total video memory : 28441.4 MB (29823008768 bytes)
    Video driver version : 25.21.14.1634
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_4 (4)
    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_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 5120
    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 (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_2 (2)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_1 (10)
    
    ADAPTER 1
    "Radeon RX Vega"
    VEN_1002, DEV_687F, SUBSYS_6B761002, REV_C1
    Dedicated video memory : 8120.3 MB (8514785280 bytes)
    Total video memory : 24482.8 MB (25672044544 bytes)
    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_4 (4)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    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 : 44
    MaxGPUVirtualAddressBitsPerProcess : 44
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 3584
    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 | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
    ADAPTER 2
    "Microsoft Basic Render Driver"
    VEN_1414, DEV_008C, SUBSYS_00000000, REV_00
    Dedicated video memory : 0.0 MB (0 bytes)
    Total video memory : 16362.4 MB (17157259264 bytes)
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT | 16_BIT (3) (0b0000'0011)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_4 (4)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
    StandardSwizzle64KBSupported : 1
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 1
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 32
    MaxGPUVirtualAddressBitsPerProcess : 47
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 1, CacheCoherentUMA: 1, IsolatedMMU: 0, HeapSerializationTier: 10, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_2 (0x0062)
    WaveOps : 1
    WaveLaneCountMin : 4
    WaveLaneCountMax : 4
    TotalLaneCount : 16
    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 (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_1 (1)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
    FINISHED running on 2018-10-18 00:29:04
    3 display adapters enumerated
    
     
    DmitryKo likes this.
  14. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Currently there is one single raytracing tier; future versions of the API shall introduce higher tiers on new improved hardware.

    This parameter replaces ReservedBufferPlacementSupported.
     
  15. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    AMD Radeon RX560, driver 18.10.1 + Intel UHD 630, driver 25.20.100.6326 (Coffee Lake, Core i3 8100)

    Seems like everyone shall support SM6_3 with WDDM 2.5 / Windows 1809...

    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.104 rs5_release) x64
    
    ADAPTER 0
    "Radeon RX 560 Series"
    VEN_1002, DEV_67EF, SUBSYS_2385148C, REV_E5
    Dedicated video memory : 4041.1 MB (4237361152 bytes)
    Total video memory : 12187.8 MB (12779814912 bytes)
    Video driver version : 25.20.14003.1010
    Maximum feature level : D3D_FEATURE_LEVEL_12_0 (0xc000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    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
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 896
    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 | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
    ADAPTER 1
    "Intel(R) UHD Graphics 630"
    VEN_8086, DEV_3E91, SUBSYS_7B611462, REV_00
    Dedicated video memory : 128.0 MB (134217728 bytes)
    Total video memory : 8274.7 MB (8676671488 bytes)
    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 : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 1
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 38
    MaxGPUVirtualAddressBitsPerProcess : 48
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 1, CacheCoherentUMA: 1, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 8
    WaveLaneCountMax : 32
    TotalLaneCount : 736
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 0
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_1 (1)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
     
  16. Osamar

    Newcomer

    Joined:
    Sep 19, 2006
    Messages:
    194
    Likes Received:
    12
    Location:
    40,00ºN - 00,00ºE
    Nvidia Geforce GTX 750 Ti

    Code:
    Direct3D 12 feature checker (October 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1809 (build 17763.55 rs5_release) x64
    
    ADAPTER 0
    "NVIDIA GeForce GTX 750 Ti"
    VEN_10DE, DEV_1380, SUBSYS_362D1458, REV_A2
    Dedicated video memory : 2007.6 MB (2105147392 bytes)
    Total video memory : 10174.4 MB (10668652544 bytes)
    Video driver version : 25.21.14.1616
    Maximum feature level : D3D_FEATURE_LEVEL_11_0 (0xb000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_1 (1)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 0
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_3 (0x0063)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 640
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 1
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED (0)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    
    ADAPTER 1
    "Microsoft Basic Render Driver"
    VEN_1414, DEV_008C, SUBSYS_00000000, REV_00
    Dedicated video memory : 0.0 MB (0 bytes)
    Total video memory : 8166.8 MB (8563505152 bytes)
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT | 16_BIT (3) (0b0000'0011)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
    StandardSwizzle64KBSupported : 1
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 1
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 32
    MaxGPUVirtualAddressBitsPerProcess : 47
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 1, CacheCoherentUMA: 1, IsolatedMMU: 0, HeapSerializationTier: 10, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_2 (0x0062)
    WaveOps : 1
    WaveLaneCountMin : 4
    WaveLaneCountMax : 4
    TotalLaneCount : 16
    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 (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS (63) (0b0011'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_1 (1)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
     
    fellix likes this.
  17. ajmiles

    Newcomer

    Joined:
    Feb 4, 2014
    Messages:
    7
    Likes Received:
    1
    Location:
    UK
    Glad to see NVIDIA have finally caught up and supported Resource Heap Tier 2 in Turing.
     
  18. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    The D3D12CheckFeatureSupport tool has been updated to query feature options 6, shader model 6_5, metacommands, and experimental compute-only devices (feature level 1_0_CORE) available in Windows 19H1 Preview and SDK 18298.

    The new features as reported by Microsoft Basic Render Driver (WARP12):
    Code:
    AdditionalShadingRatesSupported : 0
    PerPrimitiveShadingRateSupportedWithViewportIndexing : 0
    VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED (0)
    ShadingRateImageTileSize : 0
    BackgroundProcessingSupported : 0
    Metacommands enumerated : 2
    Metacommands : Identity, ClearUAVFloat
    
    Radeon R9 290X and Intel UHD630 report a different set of metacommands:
    Code:
    Metacommands enumerated : 4
    Metacommands : Conv (Convolution), Convolution, GEMM (General matrix multiply), GEMM
    
    Also, there is a new /all option to engage all feature queries and use maximum parameter values - will result in runtime errors on older versions of Windows which lack the latest feature options, shader models, metacommands, and experimental features.

    Happy New year to everyone!
     
    #938 DmitryKo, Dec 31, 2018
    Last edited: Jan 10, 2019
    CarstenS, Rys, pharma and 4 others like this.
  19. AlBran

    AlBran Just Monika
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    20,098
    Likes Received:
    5,064
    Location:
    ಠ_ಠ
    Compute-only :?:
     
  20. Alessio1989

    Regular Newcomer

    Joined:
    Jun 6, 2015
    Messages:
    564
    Likes Received:
    273
    So, DirectML is making some progress? D:
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...