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Changed feature ordering, added r9g9b9e5 support to feature table (#49)
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source/frontend/assets/js/feature_table_constants.mjs

Lines changed: 66 additions & 76 deletions
Original file line numberDiff line numberDiff line change
@@ -12,131 +12,122 @@ export const TableFeaturesShortNames = {
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"TableReportUsed": "Report used for feature data",
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"TableD3d12InfoVersion": "D3d12info version",
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// major features
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// Sorted based on importance
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"D3D12_FEATURE_DATA_FEATURE_LEVELS.MaxSupportedFeatureLevel": "Feature level",
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"D3D12_FEATURE_DATA_SHADER_MODEL.HighestShaderModel": "Shader model",
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"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",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS5.RaytracingTier": "Raytracing",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS7.MeshShaderTier": "Mesh shaders",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS21.WorkGraphsTier": "Work graphs",
27-
"D3D12_FEATURE_DATA_D3D12_OPTIONS6.VariableShadingRateTier": "Variable-rate shading",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS7.SamplerFeedbackTier": "Sampler feedback",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS21.ExecuteIndirectTier": "Execute indirect",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS.ConservativeRasterizationTier": "Conservative rasterization",
31-
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"D3D12_FEATURE_DATA_D3D12_OPTIONS12.EnhancedBarriersSupported": "Enhanced barriers",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS16.GPUUploadHeapSupported": "GPU upload heaps",
34-
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"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)",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS1.WaveLaneCountMin": "Wave lane count min",
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"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",
4448
"D3D12_FEATURE_DATA_D3D12_OPTIONS.MinPrecisionSupport": "Min-precision support",
4549
"D3D12_FEATURE_DATA_D3D12_OPTIONS4.Native16BitShaderOpsSupported": "Native 16-bit shader ops",
46-
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// minor features
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"D3D12_FEATURE_DATA_D3D12_OPTIONS.DoublePrecisionFloatShaderOps": "64-bit float shader ops",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS1.Int64ShaderOps": "64-bit int shader ops",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS9.AtomicInt64OnTypedResourceSupported": "64-bit int atomics on typed resource",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS9.AtomicInt64OnGroupSharedSupported": "64-bit int atomics on group shared",
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"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",
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"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",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS.PSSpecifiedStencilRefSupported": "PS-specified StencilRef",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS2.DepthBoundsTestSupported": "Depth-bounds test",
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"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",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS3.CopyQueueTimestampQueriesSupported": "Copy queue timestamp queries",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS3.WriteBufferImmediateSupportFlags": "WriteBufferImmediate command list support",
70-
"D3D12_FEATURE_DATA_D3D12_OPTIONS4.MSAA64KBAlignedTextureSupported": "64KB-aligned MSAA textures",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS4.SharedResourceCompatibilityTier": "Shared resources compatibility",
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73-
"D3D12_FEATURE_DATA_D3D12_OPTIONS6.AdditionalShadingRatesSupported": "Additional shading rates",
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"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
8679
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupported": "Unrestricted buffer-texture copy pitch",
8780
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedVertexElementAlignmentSupported": "Unrestricted vertex element alignment",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS13.InvertedViewportHeightFlipsYSupported": "Inverted viewport height flips Y",
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"D3D12_FEATURE_DATA_D3D12_OPTIONS13.InvertedViewportDepthFlipsZSupported": "Inverted viewport depth flips Z",
9083
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.TextureCopyBetweenDimensionsSupported": "Texture copy between dimensions",
91-
"D3D12_FEATURE_DATA_D3D12_OPTIONS13.AlphaBlendFactorSupported": "Alpha blend factor",
9284
"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",
9585
"D3D12_FEATURE_DATA_D3D12_OPTIONS15.TriangleFanSupported": "Triangle fans",
9686
"D3D12_FEATURE_DATA_D3D12_OPTIONS15.DynamicIndexBufferStripCutSupported": "Dynamic index buffer strip cut",
9787
"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+
10089
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.MismatchingOutputDimensionsSupported": "Mismatching output dimensions",
101-
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.SupportedSampleCountsWithNoOutputs": "MSAA sample counts with no outputs",
10290
"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",
10591
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.NarrowQuadrilateralLinesSupported": "Narrow quadrilateral lines",
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"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-
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// 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",
11893
"D3D12_FEATURE_DATA_ARCHITECTURE1.IsolatedMMU": "Isolated MMU",
11994
"D3D12_FEATURE_DATA_SERIALIZATION.HeapSerializationTier": "Heap serialization",
12095
"D3D12_FEATURE_DATA_D3D12_OPTIONS.StandardSwizzle64KBSupported": "64KB standard swizzle textures",
121-
12296
"D3D12_FEATURE_DATA_D3D12_OPTIONS.CrossAdapterRowMajorTextureSupported": "Cross-adapter row-major textures",
97+
98+
// Features that are consistent across all GPUs of last 10 years
12399
"D3D12_FEATURE_DATA_CROSS_NODE.SharingTier": "Cross-node sharing",
124100
"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",
127112
"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",
131113
"D3D12_FEATURE_DATA_D3D12_OPTIONS20.ComputeOnlyWriteWatchSupported": "Compute-only write watch",
114+
"D3D12_FEATURE_DATA_D3D12_OPTIONS19.ComputeOnlyCustomHeapSupported": "Compute-only custom heap",
132115

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",
134124

135125
// Irrelevant for GPUs, all GPUs support these features
136126
//"D3D12_FEATURE_DATA_PREDICATION.Supported": "Predication",
137127
//"D3D12_FEATURE_DATA_HARDWARE_COPY.Supported": "Hardware copy",
138128

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
140131
//"D3D12_FEATURE_DATA_D3D12_OPTIONS.CrossNodeSharingTier": "Cross node sharing", // see D3D12_FEATURE_DATA_CROSS_NODE.SharingTier
141132
//"D3D12_FEATURE_DATA_ARCHITECTURE1.NodeIndex": "Node index", // not useful
142133
//"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 = {
154145
//"D3D12_FEATURE_DATA_D3D12_OPTIONS_EXPERIMENTAL.WorkGraphsTier" : "Work graphs", // should use OPTIONS21 instead, but for some reports this is the right one...
155146
//"D3D12_FEATURE_DATA_APPLICATION_SPECIFIC_DRIVER_STATE.Supported": "App specific driver state", // Preview agility SDK specific. Not using preview reports for now
156147
//"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
158148
//"D3D12_FEATURE_DATA_D3D12_OPTIONS17.ManualWriteTrackingResourceSupported": "Manual write tracking", // PIX tooling stuff
159149
//"D3D12_FEATURE_DATA_D3D12_OPTIONS18.RenderPassesValid" : "Render passes valid", // this essentially indicates whether render passes in the D3D runtime actually work
160150
};

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