Tiled resource creation parameters

There are some constraints on the type of Direct3D resources that you can create with the D3D11_RESOURCE_MISC_TILED flag. This section provides the valid parameters for creating tiled resources.

Supported Resource Type

Texture2D[Array] (including TextureCube[Array], which is a variant of Texture2D[Array]) or Buffer.

NOT supported: Texture1D[Array] or Texture3D, but Texture3D might be supported in the future.

Supported Resource Usage

D3D11_USAGE_DEFAULT.

NOT supported: D3D11_USAGE_DYNAMIC, D3D11_USAGE_STAGING, or D3D11_USAGE_IMMUTABLE.

Supported Resource Misc Flags

D3D11_RESOURCE_MISC_TILED (by definition), _MISC_TEXTURECUBE, _DRAWINDIRECT_ARGS, _BUFFER_ALLOW_RAW_VIEWS, _BUFFER_STRUCTURED, _RESOURCE_CLAMP, or _GENERATE_MIPS.

NOT supported: _SHARED, _SHARED_KEYEDMUTEX, _GDI_COMPATIBLE, _SHARED_NTHANDLE, _RESTRICTED_CONTENT, _RESTRICT_SHARED_RESOURCE, _RESTRICT_SHARED_RESOURCE_DRIVER, _GUARDED, or _TILE_POOL.

Supported Bind Flags

D3D11_BIND_SHADER_RESOURCE, _RENDER_TARGET, _DEPTH_STENCIL, or _UNORDERED_ACCESS.

NOT supported: _CONSTANT_BUFFER, _VERTEX_BUFFER [note that binding a tiled Buffer as an SRV/UAV/RTV is still ok], _INDEX_BUFFER, _STREAM_OUTPUT, _BIND_DECODER, or _BIND_VIDEO_ENCODER.

Supported Formats

All formats that would be available for the given configuration regardless of it being tiled, with some exceptions.

Supported SampleDesc (Multisample count, quality)

Whatever would be supported for the given configuration regardless of it being tiled, with some exceptions.

Supported Width/Height/MipLevels/ArraySize

Full extents supported by Direct3D 11. Tiled resources don't have the restriction on total memory size imposed on non-tiled resources. Tiled resources are only constrained by overall virtual address space limits. For info, see Address space available for tiled resources.

The initial contents of tile pool memory are undefined.

Creating tiled resources