Direct3D feature levels discussion

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

  1. Nemo

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    ACE can operate in parallel with Graphics CP, ie ACE have access to shader engine with rasterizer via Graphics CP >> GDS for mixed mode.
    [​IMG]

    [​IMG]

    [​IMG]
     
  2. Ryan Smith

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    Once I have some confirmed information out of the various GPU vendors, yes. Right now everyone is being very hush-hush, I cannot get confirmation on anything except that Maxwell 2 is FL12_1.
     
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  3. DmitryKo

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    I don't follow the logic.

    Texture3D support for some resource formats does not automatically imply tiled resources support for these formats. These are three separate optional capabilities:

    1. Texture3D is an optional resource type in Direct3D 10:
    D3D10_FORMAT_SUPPORT
    D3D11_FORMAT_SUPPORT
    D3D12_FORMAT_SUPPORT1

    2. Tiled resource is an optional resource type since Direct3D 11.2 :
    D3D11_FORMAT_SUPPORT2
    D3D12_FORMAT_SUPPORT2

    3. Volume Tiled Resources (i.e. tiled resources with Texture3D support) in Direct3D 11.3 and 12.0 require GPUs conforming to Tiled Resources Tier 3
    D3D11_FEATURE_DATA_D3D11_OPTIONS1
    D3D11_TILED_RESOURCES_TIER
    D3D12_FEATURE_DATA_D3D12_OPTIONS
    D3D12_TILED_RESOURCES_TIER

    Tiers 2 and 3 require additional hardware features such as virtual memory/page tables and TLBs/caches, which are only accessible by the driver host, so this cannot be emulated with HLSL shaders.
    It's like trying to implement protected mode flat addressing (IA32/i386) on a processor with real-mode segmented addressing (i8086).

    Even if Conservative Rasterization and Rasterizer Ordered Views can be implemented with shaders, I honestly don't see how it is possible to program the fixed-function rasterizer stage from computing units...

    You are quoting a shader-based "software" solution to occlusion culling, which involves rendering the scene in low-resolution, either on the CPU or by the compute pipeline. There are also algorithms to "emulate" conservative rasterization of triangles with vertex shaders.
    If some applications developers use these solutions in their applications, fine. But it's completely unrealistic to expect them to appear in a low-level WDDM 2.0 driver to substitute for missing for Direct3D 11.3/12 hardware features.

    ACE is a dedicated scheduler which operates independently of the CPU host (i.e. ExecuteIndirect and asynchronous Render/Compute/Copy).

    Even if it can access the graphics pipeline, it cannot magically take the rasterizer block - that is the rasterizer pipeline stage in between vertex and pixels shader stages which takes the triangles and viewports and generates pixels for pixel shaders to run on - and reprogram the rasterization algorythm if the rasterizer is not programmable in the first place.
     
    #163 DmitryKo, Apr 5, 2015
    Last edited: Jun 10, 2015
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  4. DmitryKo

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    Nobody even knows about feature levels in Direct3D 11 - and the fact that Windows Phone 8.x hardware is mostly feature level 9_1/9_3 an very rarely 10_1 or 11_0, so it's actually Direct3D 11.2 on top of feature level 9_1... guess which part is cited in most reviews? WDDM 2.0 now supports virtual CPU memory address space - which should be quite common on mobile GPU parts that lack their own dedicated graphics memory. This means that Windows Phone 10 devices could have WDDM 2.0 drivers and Direct3D 12 on top of feature level 9_1... my brain already hurts over this proposition.

    Also, the publicly released Windows 10 SDK seems quite incomplete and so are Direct3D 12 documentation, libraries and WDDM 2.0 drivers. While principal specs won't change at this stage, a lot of implementation details can and will change before the final release. The most recent pieces are still only available to DirectX12 Early Access Programs members, which only include established developers.

    And what's more important, feature levels are not the only part of the equation since at least Direct3D 11.1 on Windows 8 which first introduced optional caps on all feature levels...
     
  5. willardjuice

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    Kind of nitpicking I know, but all windows phone 8 devices are 9_3. I assume new devices will be at least 11_1 (adreno 4x0).
     
  6. pTmdfx

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    Operating in parallel is one thing. Accessing graphics state is another thing, or why would you think the compute queues have to be separated from the graphics queue in the multi-engine model? Yeah, ACEs have access to the same set of shader engine, but rasterisers? I wouldn't be so sure.

    Maybe "ACE can depend on part of the graphics pipe" gave you an illusion of ACEs and the dedicated compute pipeline having access to graphics state and fixed-function. Frankly, by context it is talking about forming a task graph, which is certainly possible with fences/barrier/special counters in memory or GDS. But none of your slides or the entire set has a word on what you might have thought it is. The compute pipelines are designed to bypass all the unnecessary states for compute from day one, anyway...
     
  7. pjbliverpool

    pjbliverpool B3D Scallywag
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    Awesome, thanks!
     
  8. Nemo

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    [​IMG]
     
  9. DmitryKo

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    So to confirm your assertion that ACEs can control the rasterizer, you provide a diagram from the GCN Architecture whitepaper where ACEs actually bypass the rasterizer?

    Again, from all we know, rasterizer is a fixed-function unit controlled from the CPU host driver with parameters set by D3D11_RASTERIZER_DESC2 or D3D12_RASTERIZER_DESC, which is a part of the pipeline state D3D12_GRAPHICS_PIPELINE_STATE_DESC in Direct3D12.

    Nothing in the publicly available GCN developer documentation suggests that the rasterizer stage is fully programmable in any way similar to the general purpose shader processors.

    The rasterizer stage simply takes vertex data prepared by geometry/vertex/hull/domain shaders and generates pixel data for pixel shaders. It's just a GPU/API design peculiarity all shader programs have the same SM5.0 limits and HLSL commands and run on the same shared programmable processing cores in the GPU.
     
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  10. DmitryKo

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    AMD released WDDM 2.0 driver 15.200.1018.1 - comparing to 15.200.1012.2, the new driver reports Tiled Resources Tier 2 (previously None) and 38 bits for Max Virtual Address Bits Per Resource (previously 31 bit) on my Radeon R9 290X.

    There is a minor fix to the command-line tool (didn't report Virtual Adress Bits), updated Win32 executable file and C source code are in a ZIP file attached to the post below).

    Code:
    ADAPTER 0
    "AMD Radeon R9 200 Series (Engineering Sample - WDDM v2.0)"
    VEN_1002, DEV_67B0, SUBSYS_30801462, REV_00
    Dedicated video memory : 3221225472  bytes
    Direct3D 12 is supported
    Maximum feature level :  D3D_FEATURE_LEVEL_11_1 (0xb100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_NONE (0)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED (0)
    MaxGPUVirtualAddressBitsPerResource : 38
    StandardSwizzle64KBSupported : 0
    ASTCProfile : D3D12_ASTC_PROFILE_NOT_SUPPORTED (0)
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    Adapter Node 0:         TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0
     
    #170 DmitryKo, Apr 18, 2015
    Last edited: May 5, 2015
  11. Ryan Smith

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    Dmitry, I think you mean TiledResourcesTier, not ResourceBindingTier?
     
  12. DmitryKo

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    Yes, it's Tiled Resources Tier 2... still don't have full member editing rights to correct the post.
     
  13. PowerMarcel

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    Hello.

    Thanks all for this very interesting discussion.

    Dmitry, on your last report you're talking about your R9 290X but the video memory is 3221225472 bytes. This is a 280X?
     
  14. DmitryKo

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    s
    No, MSI R9 290X Gaming 4G, it's just running a 32-bit EXE.

    The way DirectX reports video memory has always been tricky because the video card can allocate and access system memory over PCI/AGP/PCIe bus, so total video memory is counted as a sum of three pools: "dedicated video memory + dedicated system memory + shared system memory".
    "Dedicated video" is complete onboard video memory mapped into virtual address space and shared over the PCIe bus, but this virtual address space is limited to 4GB in the 32-bit (x86) builds.

    On my system, AMD Catalyst reports 3GB as "dedicated video" and ~1023.94MB as "shared system" memory in a 32-bit build of the tool; in x64 build there are ~4073.5MB of "dedicated video" and ~11.92GB of "shared system" memory (on a 16 GB machine).

    Intel Graphics reports 32 Mbytes of "dedicated" and 1632 MB (?!!) of "shared system" memory - though Intel CPUs do not have dedicated video memory on their own, and both of these pools are actually allocated in system memory.

    WARP12 reports 4095.94MB of "shared system" memory in 32-bit builds and 8134.3 MB in x64 builds.

    "Dedicated system" memory pool seems to only be allocated on UMA notebook platforms with dedicated discrete GPUs with no onboard video memory; it's not allocated for desktop discrete cards with onboard memory or integrated CPU graphics.

    PS: update May 1 2015
    Direct3D12 MSDN documentation has been updated with the release of Visual Studio 2015 RC with Windows SDK build 10069, which require the latest Windows 10 build 10074. There are some minor changes to the API - the SDK now defines feature levels 12_0 and 12_1, and feature levels 9_x and 10_x now fail to create on any device in Direct3D 12.

    Unfortunately some things are broken in Windows 10 build 10074 and Windows SDK build 10069. Direct3D12 device can't be created on the R290X anymore returning DXGI_ERROR_UNSUPPORTED/E_INVALIDARG - so there are probably some breaking changes which require updated drivers, though maybe someone would have a better luck with Haswell/Broadwell or Kepler/Maxwell. DxCapsView performs erratically, now reporting Conservative Rasterization support (???) but only under x64 version, not x86, and not reporting PS-Specified Stencil Ref anymore. No support for reporting Direct3D12 features either.
     
    #174 DmitryKo, Apr 29, 2015
    Last edited: Jul 11, 2017
  15. PowerMarcel

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    Manu thanks for your answer.
     
  16. DmitryKo

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    Direct3D 12 feature checker (January 2018) by DmitryKo

    D3D12CheckFeatureSupport.exe is a simple Windows 10 console app which calls IDXGIAdapter2::GetDesc2 and ID3D12Device::CheckFeatureSupport interfaces to check the supported Direct3D 12 options for every graphics adapter in the system, then outputs the text report to the console screen.

    It shows parameters provided by DXGI_ADAPTER_DESC2, D3D12_FEATURE_FEATURE_LEVELS, D3D12_FEATURE_D3D12_OPTIONS, D3D12_FEATURE_ARCHITECTURE, D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT, D3D12_FEATURE_D3D12_OPTIONS1, D3D12_SHADER_MODEL, D3D_ROOT_SIGNATURE_VERSION, D3D12_FEATURE_D3D12_OPTIONS2, D3D12_FEATURE_ARCHITECTURE1, D3D12_FEATURE_SHADER_CACHE, D3D12_FEATURE_D3D12_OPTIONS3, D3D12_FEATURE_EXISTING_HEAPS, D3D12_FEATURE_D3D12_OPTIONS4, D3D12_FEATURE_SERIALIZATION, and D3D12_FEATURE_CROSS_NODE.


    For a brief description of feature levels and tiers, see https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D

    Executable file and C++ source code are included in the ZIP archive below. Requires Visual C++ Redistributable for Visual Studio 2017 (x64) to run - use this direct download link or look under Visual Studio Downloads - Other tools and frameworks.

    Usage:
    Run checkfeatures.cmd to write a list of supported feature options and texture formats to D3D12FeatureOptions.txt

    Command line arguments:
    /level=12_0 - create Direct3D 12 device using minimum feature level 12_0 (also accepts dot . as the delimiter: 12.0);
    /adapter=1 - only check features for adapter enumerated as 1;
    /devid=008C - only check features for the specified device (008C - Microsoft Basic Render Driver);
    /venid=8086 - only check graphics cards by specified vendor (1002 - AMD, 10DE - NVIDIA, 1414 - Microsoft, 8086 - Intel);

    /formats - adds a short list of supported texture formats with options (FEATURE_SUPPORT1 and FEATURE_SUPPORT2) provided as hex values;
    /verbose - list each supported format option as both verbose text and hex value;
    /sm6 - query for experimental shader model support; need to enable the Developer mode in Windows 10 Settings - Update & Security - For developers - Use developer features - Developer mode.

    Common errors:
    Failed to create Direct3D 12 device
    Error 887A0004: The specified device interface or feature level is not supported on this system.

    DXGI_ERROR_UNSUPPORTED - either a) Direct3D 12 DDI is not supported by the driver ; or
    b) Minimum feature level is higher than the maximum feature level supported by the driver (for example, requesting level 12_0 for level 11_1 graphics cards).

    Failed to create Direct3D 12 device
    Error 80070057: The parameter is incorrect.

    E_INVALIDARG - minimum feature level is out of the range (from 11_0 to 12_1) currently allowed by the Windows SDK.

    Failed to create Direct3D 12 device
    Error 80004005: Unspecified error

    E_FAIL - experimental shader model support does not work in 32-bit mode.

    Failed to enable experimental shader models
    Error 80004002: No such interface supported

    E_NOINTERFACE - developer mode was not enabled in Windows settings.

    Changelog
    April 3, 2015
    Initial release.

    July 30, 2015
    Check Direct3D 11.3 maximum feature level, only show when it doesn't match Direct3D 12. Recompiled for final Windows 10 version 1507 (build 10240).

    August 6, 2016
    Report D3D12_FEATURE_D3D12_OPTIONS1, D3D12_SHADER_MODEL and D3D_ROOT_SIGNATURE_VERSION in Windows 10 Anniversary Update version 1607 (build 14393).

    March 24, 2017
    Report D3D12_FEATURE_D3D12_OPTIONS2, D3D12_FEATURE_ARCHITECTURE1 and D3D12_FEATURE_SHADER_CACHE in Windows 10 Creators Update version 1703 (build 15063). Show Windows version/build and video driver version (primary adapter only).

    July 2, 2017
    Query for experimental shader models 6_0 and 6_1 (D3D12EnableExperimentalFeatures) in Windows 10 version 1703 (build 15063) - requires enabling the developer mode. Support Unicode output for runtime error messages in localized OS versions.

    September 20, 2017
    Report D3D12_FEATURE_D3D12_OPTIONS3 and D3D12_FEATURE_EXISTING_HEAPS in Windows 10 Fall Creators Update version 1709 (build 16299). Recompiled for x64 platform.

    January 30, 2018
    Report D3D12_FEATURE_D3D12_OPTIONS4, D3D12_FEATURE_SERIALIZATION, D3D12_FEATURE_CROSS_NODE and Shader model 6_2 in Windows 10 version 1803 (build 17101).
    ---
    Sample output on AMD Radeon R9 290X (GCN2) and WARP12:
    Code:
    Direct3D 12 feature checker (January 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1803 (build 17101.1000) x64
    Checking for experimental shader models
    
    ADAPTER 0
    "AMD Radeon R9 200 Series"
    VEN_1002, DEV_67B0, SUBSYS_30801462, REV_00
    Dedicated video memory : 4072.4 MB (4270227456 bytes)
    Total video memory : 12207.5 MB (12800466944 bytes)
    Video driver version : 23.20.15017.4003
    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
    HighestShaderModel : D3D12_SHADER_MODEL_6_1 (0x0061)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 2816
    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
    ReservedBufferPlacementSupported : 0
    SharedResourceCompatibilityTier :  D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 (0)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 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 : 8135.1 MB (8530239488 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
    HighestShaderModel : D3D12_SHADER_MODEL_6_1 (0x0061)
    WaveOps : 1
    WaveLaneCountMin : 4
    WaveLaneCountMax : 4
    TotalLaneCount : 4
    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
    ReservedBufferPlacementSupported : 1
    SharedResourceCompatibilityTier :  D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    
    FINISHED running on 2018-02-15 13:50:00
    3 display adapters enumerated
     

    Attached Files:

    #176 DmitryKo, May 1, 2015
    Last edited: Feb 15, 2018 at 10:55 AM
  17. Mindtaker

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    Code:
    Direct3D 12 Feature Checker (May 2015) by DmitryKo
    https://forum.beyond3d.com/posts/1838269/
    
    ADAPTER 0
    "NVIDIA GeForce GTX 980"
    VEN_10DE, DEV_13C0, SUBSYS_236819DA, REV_A1
    Dedicated video memory : 3221225472  bytes
    Total video memory : 4294901760  bytes
    Created Direct3D 12 device at feature level 11_0
    
    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_3 (3)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_2 (2)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_1 (1)
    MaxGPUVirtualAddressBitsPerResource : 38
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 0
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0
    
    ADAPTER 1
    "Microsoft Basic Render Driver"
    VEN_1414, DEV_008C, SUBSYS_00000000, REV_00
    Dedicated video memory : 0  bytes
    Total video memory : 4276551680  bytes
    Failed to create Direct3D 12 device at feature level 11_0
    Error 887A0004: Este sistema no admite la interfaz de dispositivo o el nivel de característica especificados.
    
    FINISHED running on 2015-05-02 15:37:12
    2 display adapters enumerated
    
     
  18. DmitryKo

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