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gpu: D3D12 only requires feature level 11_0 with Resource Binding Tier 2. (#13782)
We previously thought this wasn't possible because constant buffer offsets and partial updates were unavailable, but we were reading the wrong table - this is only the case for D3D11... https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro ... while 12 doesn't list this feature at all: https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels We double checked and Jesse Natalie confirmed that this feature is required for D3D12 even for 11_0 drivers. (Thanks Jesse!) Additionally, D3D12 requires that UAVs are accessible from all shader stages, meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be a property to lower the requirements, but that can be done later.
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@@ -224,8 +224,8 @@
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* - `drawIndirectFirstInstance`
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*
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* **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox
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* Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level
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* 11_1.
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* Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level 11_0 and
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* Resource Binding Tier 2 or above.
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*
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* **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware
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* requirements vary by operating system:
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