@@ -12,131 +12,122 @@ export const TableFeaturesShortNames = {
12
12
"TableReportUsed" : "Report used for feature data" ,
13
13
"TableD3d12InfoVersion" : "D3d12info version" ,
14
14
15
- // major features
15
+ // Sorted based on importance
16
16
"D3D12_FEATURE_DATA_FEATURE_LEVELS.MaxSupportedFeatureLevel" : "Feature level" ,
17
17
"D3D12_FEATURE_DATA_SHADER_MODEL.HighestShaderModel" : "Shader model" ,
18
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.ResourceBindingTier" : "Resource binding" ,
19
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.ResourceHeapTier" : "Resource heap" ,
20
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.TiledResourcesTier" : "Tiled resources" ,
21
- // NOTE: this is supposed to mean that tier 3 is only supported for SRVs, but unfortunately is always true when fully-featured tier 3 is reported, we fix that up later
22
- "D3D12_FEATURE_DATA_D3D12_OPTIONS5.SRVOnlyTiledResourceTier3" : "SRV-only tiled resource tier 3" ,
23
-
24
18
"D3D12_FEATURE_DATA_D3D12_OPTIONS5.RaytracingTier" : "Raytracing" ,
25
19
"D3D12_FEATURE_DATA_D3D12_OPTIONS7.MeshShaderTier" : "Mesh shaders" ,
26
20
"D3D12_FEATURE_DATA_D3D12_OPTIONS21.WorkGraphsTier" : "Work graphs" ,
27
- "D3D12_FEATURE_DATA_D3D12_OPTIONS6.VariableShadingRateTier" : "Variable-rate shading" ,
28
21
"D3D12_FEATURE_DATA_D3D12_OPTIONS7.SamplerFeedbackTier" : "Sampler feedback" ,
29
22
"D3D12_FEATURE_DATA_D3D12_OPTIONS21.ExecuteIndirectTier" : "Execute indirect" ,
30
23
"D3D12_FEATURE_DATA_D3D12_OPTIONS.ConservativeRasterizationTier" : "Conservative rasterization" ,
31
-
32
- "D3D12_FEATURE_DATA_D3D12_OPTIONS12.EnhancedBarriersSupported" : "Enhanced barriers" ,
33
24
"D3D12_FEATURE_DATA_D3D12_OPTIONS16.GPUUploadHeapSupported" : "GPU upload heaps" ,
34
-
35
- "D3D12_FEATURE_DATA_D3D12_OPTIONS5.RenderPassesTier" : "Render passes" ,
36
- "D3D12_FEATURE_DATA_ARCHITECTURE1.TileBasedRenderer" : "Tile-based renderer" , // relevant to render passes
37
-
38
- "D3D12_FEATURE_DATA_D3D12_OPTIONS1.WaveOps" : "Wave ops" ,
25
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS12.EnhancedBarriersSupported" : "Enhanced barriers" ,
26
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS6.VariableShadingRateTier" : "Variable-rate shading" ,
27
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS6.AdditionalShadingRatesSupported" : "Additional shading rates" ,
28
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS6.ShadingRateImageTileSize" : "Shading-rate image tile size" ,
29
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS6.PerPrimitiveShadingRateSupportedWithViewportIndexing" : "Per-primitive shading rate with viewport indexing" ,
30
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS10.VariableRateShadingSumCombinerSupported" : "VRS sum combiner" ,
31
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS10.MeshShaderPerPrimitiveShadingRateSupported" : "Mesh shader per-primitive shading rate" ,
32
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS3.BarycentricsSupported" : "Barycentrics" ,
33
+ "Table_R9G9B9E5_RTV_UAV" : "R9G9B9E5 RTV/UAV support" ,
34
+ "Table_R9G9B9E5_Display" : "R9G9B9E5 Display support" ,
35
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS9.WaveMMATier" : "WaveMMA (wave_matrix)" ,
39
36
"D3D12_FEATURE_DATA_D3D12_OPTIONS1.WaveLaneCountMin" : "Wave lane count min" ,
40
37
"D3D12_FEATURE_DATA_D3D12_OPTIONS1.WaveLaneCountMax" : "Wave lane count max" ,
41
-
42
- "D3D12_FEATURE_DATA_ROOT_SIGNATURE.HighestVersion" : "Root signature version" ,
43
-
38
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS14.WriteableMSAATexturesSupported" : "Writeable MSAA textures" ,
39
+ "D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT.MaxGPUVirtualAddressBitsPerResource" : "Per-resource virtual addressing" ,
40
+ "D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT.MaxGPUVirtualAddressBitsPerProcess" : "Per-process virtual addressing" ,
41
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS5.RenderPassesTier" : "Render passes" ,
42
+ "D3D12_FEATURE_DATA_ARCHITECTURE1.TileBasedRenderer" : "Tile-based renderer" , // relevant to render passes
43
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.ResourceHeapTier" : "Resource heap" ,
44
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.ResourceBindingTier" : "Resource binding" ,
45
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.TiledResourcesTier" : "Tiled resources" ,
46
+ // This is supposed to mean that tier 3 is only supported for SRVs, but unfortunately is always true when fully-featured tier 3 is reported, we fix that up later
47
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS5.SRVOnlyTiledResourceTier3" : "SRV-only tiled resource tier 3" ,
44
48
"D3D12_FEATURE_DATA_D3D12_OPTIONS.MinPrecisionSupport" : "Min-precision support" ,
45
49
"D3D12_FEATURE_DATA_D3D12_OPTIONS4.Native16BitShaderOpsSupported" : "Native 16-bit shader ops" ,
46
-
47
-
48
- // minor features
49
50
"D3D12_FEATURE_DATA_D3D12_OPTIONS.DoublePrecisionFloatShaderOps" : "64-bit float shader ops" ,
50
51
"D3D12_FEATURE_DATA_D3D12_OPTIONS1.Int64ShaderOps" : "64-bit int shader ops" ,
51
52
"D3D12_FEATURE_DATA_D3D12_OPTIONS9.AtomicInt64OnTypedResourceSupported" : "64-bit int atomics on typed resource" ,
52
53
"D3D12_FEATURE_DATA_D3D12_OPTIONS9.AtomicInt64OnGroupSharedSupported" : "64-bit int atomics on group shared" ,
53
54
"D3D12_FEATURE_DATA_D3D12_OPTIONS11.AtomicInt64OnDescriptorHeapResourceSupported" : "64-bit int atomics on descriptor heap resources" ,
54
-
55
- "D3D12_FEATURE_DATA_D3D12_OPTIONS9.WaveMMATier" : "WaveMMA (wave_matrix)" ,
56
- "D3D12_FEATURE_DATA_D3D12_OPTIONS3.ViewInstancingTier" : "View instancing" ,
57
- "D3D12_FEATURE_DATA_D3D12_OPTIONS3.BarycentricsSupported" : "Barycentrics" ,
58
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.OutputMergerLogicOp" : "Output merger logic ops" ,
59
- "D3D12_FEATURE_DATA_D3D12_OPTIONS3.CastingFullyTypedFormatSupported" : "Casting fully typed formats" ,
55
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS9.DerivativesInMeshAndAmplificationShadersSupported" : "Derivatives in mesh and amplification shaders" ,
56
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS6.BackgroundProcessingSupported" : "Background processing" ,
57
+ "D3D12_FEATURE_DATA_BYTECODE_BYPASS_HASH_SUPPORTED.Supported" : "Bytecode bypass hash" ,
58
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxSamplerDescriptorHeapSize" : "Max sampler heap size" ,
59
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxSamplerDescriptorHeapSizeWithStaticSamplers" : "Max sampler heap size with static samplers" ,
60
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxViewDescriptorHeapSize" : "Max view descriptor heap size" ,
61
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS8.UnalignedBlockTexturesSupported" : "Unaligned block textures" ,
62
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS12.MSPrimitivesPipelineStatisticIncludesCulledPrimitives" : "MSPrimitives pipeline statistic includes culled primitives" ,
60
63
"D3D12_FEATURE_DATA_D3D12_OPTIONS12.RelaxedFormatCastingSupported" : "Relaxed format casting" ,
61
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.TypedUAVLoadAdditionalFormats" : "Typed UAV loads for additional formats" ,
62
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.ROVsSupported" : "Rasterizer-ordered views" ,
63
- "D3D12_FEATURE_DATA_D3D12_OPTIONS.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation" : "VP & RT array index without GS emulation" ,
64
64
"D3D12_FEATURE_DATA_D3D12_OPTIONS.PSSpecifiedStencilRefSupported" : "PS-specified StencilRef" ,
65
- "D3D12_FEATURE_DATA_D3D12_OPTIONS2.DepthBoundsTestSupported" : "Depth-bounds test" ,
66
65
"D3D12_FEATURE_DATA_D3D12_OPTIONS2.ProgrammableSamplePositionsTier" : "Programmable sample positions" ,
66
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS13.AlphaBlendFactorSupported" : "Alpha blend factor" ,
67
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS14.IndependentFrontAndBackStencilRefMaskSupported" : "Independent front & back StencilRef mask" ,
68
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS17.NonNormalizedCoordinateSamplersSupported" : "Non-normalized coordinate samplers" ,
69
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS3.ViewInstancingTier" : "View instancing" ,
70
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.SupportedSampleCountsWithNoOutputs" : "MSAA sample counts with no outputs" ,
71
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS21.SampleCmpGradientAndBiasSupported" : "SampleCmp gradient and bias" ,
72
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS21.ExtendedCommandInfoSupported" : "Extended command info" ,
73
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.ROVsSupported" : "Rasterizer-ordered views" ,
74
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS2.DepthBoundsTestSupported" : "Depth-bounds test" ,
67
75
"D3D12_FEATURE_DATA_D3D12_OPTIONS3.CopyQueueTimestampQueriesSupported" : "Copy queue timestamp queries" ,
68
-
69
76
"D3D12_FEATURE_DATA_D3D12_OPTIONS3.WriteBufferImmediateSupportFlags" : "WriteBufferImmediate command list support" ,
70
- "D3D12_FEATURE_DATA_D3D12_OPTIONS4.MSAA64KBAlignedTextureSupported" : "64KB-aligned MSAA textures" ,
71
- "D3D12_FEATURE_DATA_D3D12_OPTIONS4.SharedResourceCompatibilityTier" : "Shared resources compatibility" ,
72
-
73
- "D3D12_FEATURE_DATA_D3D12_OPTIONS6.AdditionalShadingRatesSupported" : "Additional shading rates" ,
74
- "D3D12_FEATURE_DATA_D3D12_OPTIONS6.PerPrimitiveShadingRateSupportedWithViewportIndexing" : "Per-primitive shading rate with viewport indexing" ,
75
- "D3D12_FEATURE_DATA_D3D12_OPTIONS6.ShadingRateImageTileSize" : "Shading-rate image tile size" ,
76
- "D3D12_FEATURE_DATA_D3D12_OPTIONS10.VariableRateShadingSumCombinerSupported" : "VRS sum combiner" ,
77
- "D3D12_FEATURE_DATA_D3D12_OPTIONS10.MeshShaderPerPrimitiveShadingRateSupported" : "Mesh shader per-primitive shading rate" ,
78
-
79
- "D3D12_FEATURE_DATA_D3D12_OPTIONS9.MeshShaderPipelineStatsSupported" : "Mesh shader pipeline stats" ,
80
- "D3D12_FEATURE_DATA_D3D12_OPTIONS9.MeshShaderSupportsFullRangeRenderTargetArrayIndex" : "Mesh shader full range RT array index" ,
81
- "D3D12_FEATURE_DATA_D3D12_OPTIONS9.DerivativesInMeshAndAmplificationShadersSupported" : "Derivatives in mesh and amplification shaders" ,
82
-
83
- "D3D12_FEATURE_DATA_D3D12_OPTIONS8.UnalignedBlockTexturesSupported" : "Unaligned block textures" ,
84
-
85
- // mostly various VulkanOn12 compatibility stuff, see https://microsoft.github.io/DirectX-Specs/d3d/VulkanOn12.html
77
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS9.MeshShaderSupportsFullRangeRenderTargetArrayIndex" : "Mesh shader full range RT array index" ,
78
+ // VulkanOn12 compatibility stuff, see https://microsoft.github.io/DirectX-Specs/d3d/VulkanOn12.html
86
79
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupported" : "Unrestricted buffer-texture copy pitch" ,
87
80
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedVertexElementAlignmentSupported" : "Unrestricted vertex element alignment" ,
88
81
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.InvertedViewportHeightFlipsYSupported" : "Inverted viewport height flips Y" ,
89
82
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.InvertedViewportDepthFlipsZSupported" : "Inverted viewport depth flips Z" ,
90
83
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.TextureCopyBetweenDimensionsSupported" : "Texture copy between dimensions" ,
91
- "D3D12_FEATURE_DATA_D3D12_OPTIONS13.AlphaBlendFactorSupported" : "Alpha blend factor" ,
92
84
"D3D12_FEATURE_DATA_D3D12_OPTIONS14.AdvancedTextureOpsSupported" : "Advanced texture ops" ,
93
- "D3D12_FEATURE_DATA_D3D12_OPTIONS14.WriteableMSAATexturesSupported" : "Writeable MSAA textures" ,
94
- "D3D12_FEATURE_DATA_D3D12_OPTIONS14.IndependentFrontAndBackStencilRefMaskSupported" : "Independent front & back StencilRef mask" ,
95
85
"D3D12_FEATURE_DATA_D3D12_OPTIONS15.TriangleFanSupported" : "Triangle fans" ,
96
86
"D3D12_FEATURE_DATA_D3D12_OPTIONS15.DynamicIndexBufferStripCutSupported" : "Dynamic index buffer strip cut" ,
97
87
"D3D12_FEATURE_DATA_D3D12_OPTIONS16.DynamicDepthBiasSupported" : "Dynamic depth bias" ,
98
- "D3D12_FEATURE_DATA_D3D12_OPTIONS16.GPUUploadHeapSupported" : "GPU upload heaps" ,
99
- "D3D12_FEATURE_DATA_D3D12_OPTIONS17.NonNormalizedCoordinateSamplersSupported" : "Non-normalized coordinate samplers" ,
88
+
100
89
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.MismatchingOutputDimensionsSupported" : "Mismatching output dimensions" ,
101
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.SupportedSampleCountsWithNoOutputs" : "MSAA sample counts with no outputs" ,
102
90
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.PointSamplingAddressesNeverRoundUp" : "Point sampling addresses never round up" ,
103
- "D3D12_FEATURE_DATA_D3D12_OPTIONS21.SampleCmpGradientAndBiasSupported" : "SampleCmp gradient and bias" ,
104
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.RasterizerDesc2Supported" : "RASTERIZER_DESC2 supported" ,
105
91
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.NarrowQuadrilateralLinesSupported" : "Narrow quadrilateral lines" ,
106
92
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.AnisoFilterWithPointMipSupported" : "Aniso filter with point mip" ,
107
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxSamplerDescriptorHeapSize" : "Max sampler heap size" ,
108
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxSamplerDescriptorHeapSizeWithStaticSamplers" : "Max sampler heap size with static samplers" ,
109
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.MaxViewDescriptorHeapSize" : "Max view descriptor heap size" ,
110
- // "D3D12_FEATURE_DATA_D3D12_OPTIONS22.TightAlignmentSupported": "Tight alignment", // Preview agility SDK specific. Not using preview reports for now
111
-
112
- // misc features
113
- "D3D12_FEATURE_DATA_D3D12_OPTIONS12.MSPrimitivesPipelineStatisticIncludesCulledPrimitives" : "MSPrimitives pipeline statistic includes culled primitives" ,
114
- "D3D12_FEATURE_DATA_D3D12_OPTIONS6.BackgroundProcessingSupported" : "Background processing" ,
115
- "D3D12_FEATURE_DATA_EXISTING_HEAPS.Supported" : "Heaps from existing memory" ,
116
- "D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT.MaxGPUVirtualAddressBitsPerResource" : "Per-resource virtual addressing" ,
117
- "D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT.MaxGPUVirtualAddressBitsPerProcess" : "Per-process virtual addressing" ,
118
93
"D3D12_FEATURE_DATA_ARCHITECTURE1.IsolatedMMU" : "Isolated MMU" ,
119
94
"D3D12_FEATURE_DATA_SERIALIZATION.HeapSerializationTier" : "Heap serialization" ,
120
95
"D3D12_FEATURE_DATA_D3D12_OPTIONS.StandardSwizzle64KBSupported" : "64KB standard swizzle textures" ,
121
-
122
96
"D3D12_FEATURE_DATA_D3D12_OPTIONS.CrossAdapterRowMajorTextureSupported" : "Cross-adapter row-major textures" ,
97
+
98
+ // Features that are consistent across all GPUs of last 10 years
123
99
"D3D12_FEATURE_DATA_CROSS_NODE.SharingTier" : "Cross-node sharing" ,
124
100
"D3D12_FEATURE_DATA_CROSS_NODE.AtomicShaderInstructions" : "Cross-node atomics" ,
125
-
126
- "D3D12_FEATURE_DATA_D3D12_OPTIONS21.ExtendedCommandInfoSupported" : "Extended command info" ,
101
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS1.WaveOps" : "Wave ops" ,
102
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.OutputMergerLogicOp" : "Output merger logic ops" ,
103
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS3.CastingFullyTypedFormatSupported" : "Casting fully typed formats" ,
104
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.TypedUAVLoadAdditionalFormats" : "Typed UAV loads for additional formats" ,
105
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation" : "VP & RT array index without GS emulation" ,
106
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS4.MSAA64KBAlignedTextureSupported" : "64KB-aligned MSAA textures" ,
107
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS4.SharedResourceCompatibilityTier" : "Shared resources compatibility" ,
108
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS9.MeshShaderPipelineStatsSupported" : "Mesh shader pipeline stats" ,
109
+
110
+ // Features that seem to only be used for debugging
111
+ "D3D12_FEATURE_DATA_EXISTING_HEAPS.Supported" : "Heaps from existing memory" ,
127
112
"D3D12_FEATURE_DATA_D3D12_OPTIONS20.RecreateAtTier" : "Recreate resource at pointer" ,
128
-
129
- // NPU stuff
130
- "D3D12_FEATURE_DATA_D3D12_OPTIONS19.ComputeOnlyCustomHeapSupported" : "Compute-only custom heap" ,
131
113
"D3D12_FEATURE_DATA_D3D12_OPTIONS20.ComputeOnlyWriteWatchSupported" : "Compute-only write watch" ,
114
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.ComputeOnlyCustomHeapSupported" : "Compute-only custom heap" ,
132
115
133
- "D3D12_FEATURE_DATA_BYTECODE_BYPASS_HASH_SUPPORTED.Supported" : "Bytecode bypass hash" ,
116
+ // Things that literally can not be unsupported given new enough Agility SDK/OS
117
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS19.RasterizerDesc2Supported" : "RASTERIZER_DESC2 supported" ,
118
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS18.RenderPassesValid" : "Render passes valid" ,
119
+ "D3D12_FEATURE_DATA_ROOT_SIGNATURE.HighestVersion" : "Root signature version" ,
120
+ "D3D12_FEATURE_DATA_D3D12_OPTIONS1.ExpandedComputeResourceStates" : "Expanded compute resource states" ,
121
+
122
+ // Not in retail yet
123
+ //"D3D12_FEATURE_DATA_D3D12_OPTIONS22.TightAlignmentSupported": "Tight alignment",
134
124
135
125
// Irrelevant for GPUs, all GPUs support these features
136
126
//"D3D12_FEATURE_DATA_PREDICATION.Supported": "Predication",
137
127
//"D3D12_FEATURE_DATA_HARDWARE_COPY.Supported": "Hardware copy",
138
128
139
- //"D3D12_FEATURE_DATA_D3D12_OPTIONS.MaxGPUVirtualAddressBitsPerResource": "Per-resource virtual addressing", // see D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT below
129
+ // Non arch specific features
130
+ //"D3D12_FEATURE_DATA_D3D12_OPTIONS.MaxGPUVirtualAddressBitsPerResource": "Per-resource virtual addressing", // see D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT
140
131
//"D3D12_FEATURE_DATA_D3D12_OPTIONS.CrossNodeSharingTier": "Cross node sharing", // see D3D12_FEATURE_DATA_CROSS_NODE.SharingTier
141
132
//"D3D12_FEATURE_DATA_ARCHITECTURE1.NodeIndex": "Node index", // not useful
142
133
//"D3D12_FEATURE_DATA_ARCHITECTURE1.UMA": "Unified memory architecture (UMA)", // iGPU and dGPU can be the same architecture, so this is not useful
@@ -154,7 +145,6 @@ export const TableFeaturesShortNames = {
154
145
//"D3D12_FEATURE_DATA_D3D12_OPTIONS_EXPERIMENTAL.WorkGraphsTier" : "Work graphs", // should use OPTIONS21 instead, but for some reports this is the right one...
155
146
//"D3D12_FEATURE_DATA_APPLICATION_SPECIFIC_DRIVER_STATE.Supported": "App specific driver state", // Preview agility SDK specific. Not using preview reports for now
156
147
//"D3D12_FEATURE_DATA_D3D12_OPTIONS1.TotalLaneCount": "Total lane count", // not arch specific
157
- //"D3D12_FEATURE_DATA_D3D12_OPTIONS1.ExpandedComputeResourceStates" : "Expanded compute resource states", // always true
158
148
//"D3D12_FEATURE_DATA_D3D12_OPTIONS17.ManualWriteTrackingResourceSupported": "Manual write tracking", // PIX tooling stuff
159
149
//"D3D12_FEATURE_DATA_D3D12_OPTIONS18.RenderPassesValid" : "Render passes valid", // this essentially indicates whether render passes in the D3D runtime actually work
160
150
} ;
0 commit comments