D3D12_RENDER_PASS_TIER enumeration (d3d12.h)

Specifies the level of support for render passes on a graphics device.

Syntax

typedef enum D3D12_RENDER_PASS_TIER {
  D3D12_RENDER_PASS_TIER_0,
  D3D12_RENDER_PASS_TIER_1,
  D3D12_RENDER_PASS_TIER_2
} ;

Constants

Name Description
D3D12_RENDER_PASS_TIER_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 at this level of support.
D3D12_RENDER_PASS_TIER_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 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.

Remarks

To determine the level of support for render passes for a graphics device, pass D3D12_FEATURE_D3D12_OPTIONS5 to ID3D12Device::CheckFeatureSupport to retrieve a D3D12_FEATURE_DATA_D3D12_OPTIONS5 struct.

Requirements

   
Header d3d12.h

See also

Rendering