D3D12_RENDER_PASS_TIER enumeration (d3d12.h)
Specifies the level of support for render passes on a graphics device.
typedef enum D3D12_RENDER_PASS_TIER {
D3D12_RENDER_PASS_TIER_0 = 0,
D3D12_RENDER_PASS_TIER_1 = 1,
D3D12_RENDER_PASS_TIER_2 = 2
} ;
D3D12_RENDER_PASS_TIER_0 Value: 0 The user-mode display driver hasn't implemented render passes, and so the feature is provided only via software emulation. Render passes might not provide a performance advantage at this level of support. |
D3D12_RENDER_PASS_TIER_1 Value: 1 The render passes feature is implemented by the user-mode display driver, and render target/depth buffer writes may be accelerated. Unordered access view (UAV) writes are not efficiently supported within the render pass. |
D3D12_RENDER_PASS_TIER_2 Value: 2 The render passes feature is implemented by the user-mode display driver, render target/depth buffer writes may be accelerated, and unordered access view (UAV) writes (provided that writes in a render pass are not read until a subsequent render pass) are likely to be more efficient than issuing the same work without using a render pass. |
To determine the level of support for render passes for a graphics device, pass D3D12_FEATURE_DATA_D3D12_OPTIONS5 struct.
Requirement | Value |
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Header | d3d12.h |