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Verifica del supporto delle funzionalità hardware

Questa sezione illustra come verificare il supporto per formato per hardware a livello di funzionalità Direct3D usando le chiamate API.

Per D3D11, usare ID3D11Device::CheckFormatSupport a livello di codice per verificare le informazioni nelle sezioni precedenti. Per D3D12 usare ID3D12::CheckFeatureSupport.

Destinazione formato D3D12 D3D11
Buffer D3D12_FORMAT_SUPPORT1_BUFFER (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_BUFFER (D3D11_FORMAT_SUPPORT)
Buffer vertex dell'assembler di input D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER (D3D11_FORMAT_SUPPORT)
Buffer di indice dell'assembler di input D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER (D3D11_FORMAT_SUPPORT)
Buffer di output di flusso D3D12_FORMAT_SUPPORT1_SO_BUFFER (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_SO_BUFFER (D3D11_FORMAT_SUPPORT)
Trama1D 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)
Esempio shader (qualsiasi filtro) D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_SHADER_SAMPLE (D3D11_FORMAT_SUPPORT)
Sample_c shader (filtro di confronto) D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON (D3D11_FORMAT_SUPPORT)
Esempio shader (mono 1_bit_filter) 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)
Gather4_c shader 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)
Generazione automatica mipmap Nota:
D3D12 non ha più una funzionalità di generazione mipmap dedicata. Le applicazioni devono implementarla in modo personalizzato usando shader.


D3D11_FORMAT_SUPPORT_MIP_AUTOGEN (D3D11_FORMAT_SUPPORT)
RenderingTarget D3D12_FORMAT_SUPPORT1_RENDER_TARGET (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_RENDER_TARGET (D3D11_FORMAT_SUPPORT)
Rendering blendableTarget D3D12_FORMAT_SUPPORT1_BLENDABLE (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_BLENDABLE (D3D11_FORMAT_SUPPORT)
Operazione di fusione di output D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP (D3D11_FORMAT_SUPPORT2)
Destinazione profondità/Stencil D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_DEPTH_STENCIL (D3D11_FORMAT_SUPPORT)
UAV non elaborato e SRV
UAV e SRV strutturati
UAV tipizzato D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW (D3D11_FORMAT_SUPPORT)
Archivio tipizzato dall'utente D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE (D3D12_FORMAT_SUPPORT2) D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE (D3D11_FORMAT_SUPPORT2)
Caricamento tipizzato UAV D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD (D3D12_FORMAT_SUPPORT2) D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD (D3D11_FORMAT_SUPPORT2)
Aggiunta atomica UAV D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD (D3D12_FORMAT_SUPPORT2) D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD (D3D11_FORMAT_SUPPORT2)
Operazioni di Ops bit per bit per bit atomico 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)
UAV Atomic Exchange 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)
Blocco CPU Nota:
Solo un singolo formato impedisce l'accesso alla 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)
Altro conteggio multisample RT D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET (D3D11_FORMAT_SUPPORT)
Risoluzione multisample D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE (D3D11_FORMAT_SUPPORT)
Carico multisample D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD (D3D11_FORMAT_SUPPORT)
Visualizzare Scan-Out D3D12_FORMAT_SUPPORT1_DISPLAY (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_DISPLAY (D3D11_FORMAT_SUPPORT)
Eseguire il cast all'interno del layout bit D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT (D3D11_FORMAT_SUPPORT)
Supporto del decodificatore video D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_DECODER_OUTPUT (D3D11_FORMAT_SUPPORT)
Input processore video D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT (D3D11_FORMAT_SUPPORT)
Output del processore video D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT (D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT (D3D11_FORMAT_SUPPORT)
Risorsa condivisa Nota:
Le trame di tutti i formati possono essere risorse di commit condivise o essere inserite in heaps condivisi.


D3D11_FORMAT_SUPPORT2_SHAREABLE (D3D11_FORMAT_SUPPORT2)
BackBuffer castable anche completamente tipizzato D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST (D3D12_FORMAT_SUPPORT1) Nota:
Nessuna API disponibile.


Risorsa riquadri D3D12_FORMAT_SUPPORT2_TILED (D3D12_FORMAT_SUPPORT2) D3D11_FORMAT_SUPPORT2_TILED (D3D11_FORMAT_SUPPORT2)
Codificatore video D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER(D3D12_FORMAT_SUPPORT1) D3D11_FORMAT_SUPPORT_VIDEO_ENCODER (D3D11_FORMAT_SUPPORT)
Sovrapposizione multiplane D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY (D3D12_FORMAT_SUPPORT2) D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY (D3D11_FORMAT_SUPPORT2)

Livelli di funzionalità hardware D3D12

DXGI_FORMAT

D3D11_FORMAT_SUPPORT

D3D11_FORMAT_SUPPORT2

Guida alla programmazione per DXGI