D3D12DDI_VARIABLE_SHADING_RATE_TIER enumeration (d3d12umddi.h)
A D3D12DDI_VARIABLE_SHADING_RATE_TIER value indicates the tier that the hardware supports for variable rate shading.
Syntax
typedef enum D3D12DDI_VARIABLE_SHADING_RATE_TIER {
D3D12DDI_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED = 0,
D3D12DDI_VARIABLE_SHADING_RATE_TIER_1 = 1,
D3D12DDI_VARIABLE_SHADING_RATE_TIER_2 = 2
} ;
Constants
D3D12DDI_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED Value: 0 Variable rate shading is not supported. |
D3D12DDI_VARIABLE_SHADING_RATE_TIER_1 Value: 1 Variable rate shading is supported at tier 1. |
D3D12DDI_VARIABLE_SHADING_RATE_TIER_2 Value: 2 Variable rate shading is supported at tier 2. |
Remarks
Variable rate shading is a mechanism to enable allocation of rendering performance and power at varying rates across the rendered image.
The following capabilities are defined for each tier.
Tier 1 support
- The shading rate can only be specified on a per-draw-basis; nothing more granular than that.
- The shading rate applies uniformly to what is drawn independently of where it lies within the render target.
Tier 2 support
- The shading rate can be specified on a per-draw-basis, as in Tier 1. It can also be specified by a combination of per-draw-basis, and of semantic from the per-provoking-vertex and a screen space image.
- Shading rates from the three sources are combined using a set of combiners.
- Screen space image tile size is 16x16 or smaller.
- Shading rate requested by the app is guaranteed to be delivered exactly (for precision of temporal and other reconstruction filters).
- SV_ShadingRate PS input is supported, where SV_ShadingRate provides more info about the shading rate.
- The per-provoking vertex rate, also referred to as per-primitive rate, is only valid when one viewport is used and SV_ViewportIndex is not written to.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1903 |
Header | d3d12umddi.h |