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) |