Memeriksa Dukungan Fitur Perangkat Keras
Bagian ini mencakup cara memeriksa Dukungan Format untuk Perangkat Keras Tingkat Fitur Direct3D menggunakan panggilan API.
Untuk D3D11, gunakan ID3D11Device::CheckFormatSupport untuk memverifikasi info secara terprogram di bagian sebelumnya. Untuk D3D12 gunakan ID3D12::CheckFeatureSupport.
Format target | D3D12 | D3D11 |
---|---|---|
Buffer | D3D12_FORMAT_SUPPORT1_BUFFER (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_BUFFER (D3D11_FORMAT_SUPPORT) |
Buffer Vertex Perakitan Input | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER (D3D11_FORMAT_SUPPORT) |
Buffer Indeks Perakitan Input | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER (D3D11_FORMAT_SUPPORT) |
Buffer Output Aliran | D3D12_FORMAT_SUPPORT1_SO_BUFFER (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SO_BUFFER (D3D11_FORMAT_SUPPORT) |
Texture1D | D3D12_FORMAT_SUPPORT1_TEXTURE1D (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_TEXTURE1D (D3D11_FORMAT_SUPPORT) |
Texture2D | D3D12_FORMAT_SUPPORT1_TEXTURE2D (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_TEXTURE2D (D3D11_FORMAT_SUPPORT) |
Texture3D | D3D12_FORMAT_SUPPORT1_TEXTURE3D (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_TEXTURE3D (D3D11_FORMAT_SUPPORT) |
TextureCube | D3D12_FORMAT_SUPPORT1_TEXTURECUBE (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_TEXTURECUBE (D3D11_FORMAT_SUPPORT) |
Shader ld | D3D12_FORMAT_SUPPORT1_SHADER_LOAD (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_LOAD (D3D11_FORMAT_SUPPORT) |
Sampel shader (filter apa pun) | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE (D3D11_FORMAT_SUPPORT) |
Sample_c shader (filter perbandingan) | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON (D3D11_FORMAT_SUPPORT) |
Sampel shader (1_bit_filter mono) | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT (D3D11_FORMAT_SUPPORT) |
Shader gather4 | D3D12_FORMAT_SUPPORT1_SHADER_GATHER (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_GATHER (D3D11_FORMAT_SUPPORT) |
Shader gather4_c | D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON (D3D11_FORMAT_SUPPORT) |
Mipmap | D3D12_FORMAT_SUPPORT1_MIP (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MIP (D3D11_FORMAT_SUPPORT) |
Pembuatan Otomatis Mipmap |
Catatan: D3D12 tidak lagi memiliki fungsionalitas pembuatan mipmap khusus. Aplikasi harus menerapkannya sendiri menggunakan shader. |
D3D11_FORMAT_SUPPORT_MIP_AUTOGEN (D3D11_FORMAT_SUPPORT) |
RenderTarget | D3D12_FORMAT_SUPPORT1_RENDER_TARGET (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_RENDER_TARGET (D3D11_FORMAT_SUPPORT) |
Blendable RenderTarget | D3D12_FORMAT_SUPPORT1_BLENDABLE (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_BLENDABLE (D3D11_FORMAT_SUPPORT) |
Output Merger Logic Op | D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP | D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP (D3D11_FORMAT_SUPPORT2) |
Target Kedalaman/Stensil | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL (D3D11_FORMAT_SUPPORT) |
UAV mentah dan SRV | ||
UAV dan SRV Terstruktur | ||
Jenis UAV | D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW (D3D11_FORMAT_SUPPORT) |
Penyimpanan Berjenis UAV | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE (D3D11_FORMAT_SUPPORT2) |
Beban Berjenis UAV | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD (D3D11_FORMAT_SUPPORT2) |
Tambahkan Atom UAV | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD (D3D11_FORMAT_SUPPORT2) |
Operasi Bitwise Atom UAV | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS (D3D11_FORMAT_SUPPORT2) |
UAV Atomic Cmp&Store/ Cmp&Exch | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE (D3D11_FORMAT_SUPPORT2) |
Pertukaran Atom UAV | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE (D3D11_FORMAT_SUPPORT2) |
UAV Atomic Signed Min/Max | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX (D3D11_FORMAT_SUPPORT2) |
UAV Atomic Unsigned Min/Max | D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX (D3D11_FORMAT_SUPPORT2) |
CPU Dapat Dikunci |
Catatan: Hanya satu format yang menghalangi akses cpu (420_OPAQUE). |
D3D11_FORMAT_SUPPORT_CPU_LOCKABLE (D3D11_FORMAT_SUPPORT) |
4x Multisample RenderTarget | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET (D3D11_FORMAT_SUPPORT) |
8x Multisample RenderTarget | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET (D3D11_FORMAT_SUPPORT) |
Multisample Count RT Lainnya | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET (D3D11_FORMAT_SUPPORT) |
Penyelesaian Multisample | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE (D3D11_FORMAT_SUPPORT) |
Beban Multisample | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD (D3D11_FORMAT_SUPPORT) |
Tampilkan Scan-Out | D3D12_FORMAT_SUPPORT1_DISPLAY (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_DISPLAY (D3D11_FORMAT_SUPPORT) |
Transmisikan Dalam Tata Letak Bit | D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT (D3D11_FORMAT_SUPPORT) |
Dukungan Decoder Video | D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_DECODER_OUTPUT (D3D11_FORMAT_SUPPORT) |
Input Prosesor Video | D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT (D3D11_FORMAT_SUPPORT) |
Output Prosesor Video | D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT (D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT (D3D11_FORMAT_SUPPORT) |
Sumber Daya Bersama |
Catatan: Tekstur semua format dapat menjadi sumber daya berkomitmen bersama atau ditempatkan dalam tumpukan bersama. |
D3D11_FORMAT_SUPPORT2_SHAREABLE (D3D11_FORMAT_SUPPORT2) |
BackBuffer Castable Bahkan Sepenuhnya Diketik | D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST (D3D12_FORMAT_SUPPORT1) |
Catatan: Tidak ada API yang tersedia. |
Sumber Daya Ubin | D3D12_FORMAT_SUPPORT2_TILED (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_TILED (D3D11_FORMAT_SUPPORT2) |
Video Encoder | D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER(D3D12_FORMAT_SUPPORT1) | D3D11_FORMAT_SUPPORT_VIDEO_ENCODER (D3D11_FORMAT_SUPPORT) |
Multiplane Overlay | D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY (D3D12_FORMAT_SUPPORT2) | D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY (D3D11_FORMAT_SUPPORT2) |