To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. This topic discusses Direct3D feature levels.
Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly.
With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11.
Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application. For more info about creating a device, see the D3D11CreateDevice function.
Using feature levels, you can develop an application for Direct3D 9, Microsoft Direct3D 10, or Direct3D 11, and then run it on 9, 10 or 11 hardware (with some exceptions of course, new 11 features will not run on an existing 9 card for example). Here is a couple of other basic properties of feature levels:
- A GPU that allows a device to be created meets or exceeds the functionality of that feature level.
- A feature level always includes the functionality of previous or lower feature levels.
- A feature level does not imply performance, only functionality. Performance is dependent on hardware implementation.
- Choose a feature level when you create a Direct3D 11 device.
For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.
To assist you in deciding what feature level to design with, compare the features for each feature level.
The 10Level9 Reference section lists the differences between how various ID3D11Device and ID3D11DeviceContext methods behave at various 10Level9 feature levels.
Overview For Each Feature Level
The following table lists the features available per feature level:
| 11_11 | 11_0 | 10_1 | 10_0 | 9_3 | 9_2 | 9_1 | |
|---|---|---|---|---|---|---|---|
| Shader Model | 5.02 | 5.02 | 4.x | 4.0 | 2.0 (4_0_level_9_3) [vs_2_a/ps_2_x]5 | 2.0 (4_0_level_9_1) | 2.0 (4_0_level_9_1) |
| Geometry Shader | Yes | Yes | Yes | Yes | No | No | No |
| Stream Out | Yes | Yes | Yes | Yes | No | No | No |
| DirectCompute / Compute Shader | Yes | Yes | Optional | Optional | N/A | N/A | N/A |
| Hull and Domain Shaders | Yes | Yes | No | No | No | No | No |
| Texture Resource Arrays | Yes | Yes | Yes | Yes | No | No | No |
| Cubemap Resource Arrays | Yes | Yes | Yes | No | No | No | No |
| BC4/BC5 Compression | Yes | Yes | Yes | Yes | No | No | No |
| BC6H/BC7 Compression | Yes | Yes | No | No | No | No | No |
| Alpha-to-coverage | Yes | Yes | Yes | Yes | No | No | No |
| Extended Formats (BGRA, and so on) | Yes | Yes | Optional | Optional | Yes | Yes | Yes |
| 10-bit XR High Color Format | Yes | Yes | Optional | Optional | N/A | N/A | N/A |
| Logic Operations (Output Merger) | Yes | Optional1 | Optional1 | Optional1 | No | No | No |
| Target-independent rasterization | Yes | No | No | No | No | No | No |
| Multiple render target(MRT) with ForcedSampelCount 1 | Yes | Optional1 | Optional1 | Optional1 | No | No | No |
| UAV slots | 64 | 8 | 1 | 1 | N/A | N/A | N/A |
| UAVs at every stage | Yes | No | No | No | N/A | N/A | N/A |
| Max forced sample count for UAV-only rendering | 16 | 8 | N/A | N/A | N/A | N/A | N/A |
| Constant buffer offsetting and partial updates | Yes | Optional1 | Optional1 | Optional1 | Yes1 | Yes1 | Yes1 |
| 16 bits per pixel (bpp) formats | Yes | Optional1 | Optional1 | Optional1 | Optional1 | Optional1 | Optional1 |
| Max Texture Dimension | 16384 | 16384 | 8192 | 8192 | 4096 | 2048 | 2048 |
| Max Cubemap Dimension | 16384 | 16384 | 8192 | 8192 | 4096 | 512 | 512 |
| Max Volume Extent | 2048 | 2048 | 2048 | 2048 | 256 | 256 | 256 |
| Max Texture Repeat | 16384 | 16384 | 8192 | 8192 | 8192 | 2048 | 128 |
| Max Anisotropy | 16 | 16 | 16 | 16 | 16 | 16 | 2 |
| Max Primitive Count | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 2^32 – 1 | 1048575 | 1048575 | 65535 |
| Max Input Slots | 32 | 32 | 32 | 16 | 16 | 16 | 16 |
| Simultaneous Render Targets | 8 | 8 | 8 | 8 | 4 | 1 | 1 |
| Occlusion Queries | Yes | Yes | Yes | Yes | Yes | Yes | No |
| Separate Alpha Blend | Yes | Yes | Yes | Yes | Yes | Yes | No |
| Mirror Once | Yes | Yes | Yes | Yes | Yes | Yes | No |
| Overlapping Vertex Elements | Yes | Yes | Yes | Yes | Yes | Yes | No |
| Independent Write Masks | Yes | Yes | Yes | Yes | Yes | No | No |
| Instancing | Yes | Yes | Yes | Yes | Yes | No | No |
| Nonpowers-of-2 conditionally3 | No | No | No | No | Yes | Yes | Yes |
| Nonpowers-of-2 unconditionally4 | Yes | Yes | Yes | Yes | No | No | No |
1 Requires the Direct3D 11.1 runtime.
2 Shader model 5.0 can optionally support double-precision shaders, extended double-precision shaders, the SAD4 shader instruction, and partial-precision shaders. To determine the shader model 5.0 options that are available, call ID3D11Device::CheckFeatureSupport.
3 At feature levels 9_1, 9_2 and 9_3, the display device supports the use of 2-D textures with dimensions that are not powers of two under two conditions. First, only one MIP-map level for each texture can be created, and second, no wrap sampler modes for textures are allowed (that is, the AddressU, AddressV, and AddressW members of D3D11_SAMPLER_DESC cannot be set to D3D11_TEXTURE_ADDRESS_WRAP).
4 At feature levels 10_0, 10_1 and 11_0, the display device unconditionally supports the use of 2-D textures with dimensions that are not powers of two.
5 Vertex Shader 2a with 256 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, and D3DVS20CAPS_PREDICATION. Pixel Shader 2x with 512 instructions, 32 temporary registers, static flow control of depth 4, dynamic flow control of depth 24, D3DPS20CAPS_ARBITRARYSWIZZLE, D3DPS20CAPS_GRADIENTINSTRUCTIONS, D3DPS20CAPS_PREDICATION, D3DPS20CAPS_NODEPENDENTREADLIMIT, and D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT.
Related topics
- Hardware Support for Direct3D 10Level9 Formats
- Hardware Support for Direct3D 10 Formats
- Hardware Support for Direct3D 10.1 Formats
- Hardware Support for Direct3D 11 Formats
- Hardware Support for Direct3D 11.1 Formats
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Build date: 11/28/2012