DmitryKo
Veteran
No, we don't. We only know the limits set by the API.Isn't it the case that we still don't know how many UAV's these GPU's support
UAVs are essentially descriptor heaps, so it depends on memory pointer sizes, number of descriptor table entries, and machine instruction formats. These are low-level implementation details that can only be known from the ISA document, which Nvidia did not release to public.
we know for a fact it's misrepresenting it for at least Maxwell 2 which is showing 64 slots in dxcapsviewer but we know supports RB tier 2 and therefore MUST be full heap.
We have 3 conflicting versions on the number of UAVs for the Resource Binding tiers 1 and 2:
1. https://forum.beyond3d.com/posts/1834016/ - 8-64 on Tier 1, 64 on Tier 2
This is from page 39 of Intel IDF2014 presentation GVCS005 - Microsoft* Direct3D* 12: New API Details and Intel Optimizations
2. https://forum.beyond3d.com/posts/1829887/ 8 on Tier 1, 64 on Tier 2.
This is from March GDC2015 presentation http://channel9.msdn.com/Events/GDC/GDC-2015/Advanced-DirectX12-Graphics-and-Performance 6:40-9:30
It's also where Max claims these 39%, 44%, and 17% of all D3D12 cards for the three RB tiers.
3. https://forum.beyond3d.com/posts/1834185/ 64 on Tier 1, full heap on Tier 2.
This is from April 2015 pre-release Windows 10 SDK https://msdn.microsoft.com/en-us/library/windows/desktop/dn899127(v=vs.85).aspx
[EDIT] On April 25, MSDN has been updated with 8 UAVs on Tier 1 (64 for FL 11.1 and higher) and 64 on Tier 2.
There is no such thing as "full DX12 compliance".If 64 then they need to be dropped back down to Tier 1 and thus lose full DX12_0 compliance.
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