D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure
Describes Direct3D 11.2 feature options in the current graphics driver.
Syntax
typedef struct D3D11_FEATURE_DATA_D3D11_OPTIONS1 { D3D11_TILED_RESOURCES_TIER TiledResourcesTier; BOOL MinMaxFiltering; BOOL ClearViewAlsoSupportsDepthOnlyFormats; BOOL MapOnDefaultBuffers; } D3D11_FEATURE_DATA_D3D11_OPTIONS1;
Members
- TiledResourcesTier
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Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a D3D11_TILED_RESOURCES_TIER-typed value that indicates if the hardware and driver support tiled resources and at what tier level.
- MinMaxFiltering
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Type: BOOL
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Specifies whether the hardware and driver support the filtering options (D3D11_FILTER) of comparing the result to the minimum or maximum value during texture sampling. The runtime sets this member to TRUE if the hardware and driver support these filtering options.
- ClearViewAlsoSupportsDepthOnlyFormats
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Type: BOOL
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Specifies whether the hardware and driver also support the ID3D11DeviceContext1::ClearView method on depth formats. For info about valid depth formats, see D3D11_DEPTH_STENCIL_VIEW_DESC.
- MapOnDefaultBuffers
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Type: BOOL
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Specifies support for creating ID3D11Buffer resources that can be passed to the ID3D11DeviceContext::Map and ID3D11DeviceContext::Unmap methods. This means that the CPUAccessFlags member of the D3D11_BUFFER_DESC structure may be set with the desired D3D11_CPU_ACCESS_FLAG elements when the Usage member of D3D11_BUFFER_DESC is set to D3D11_USAGE_DEFAULT. The runtime sets this member to TRUE if the hardware is capable of at least D3D_FEATURE_LEVEL_11_0 and the graphics device driver supports mappable default buffers.
Remarks
If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, ID3D11Device::CheckFeatureSupport for D3D11_FEATURE_D3D11_OPTIONS1 will return a SUCCESS code when valid parameters are passed. The members of D3D11_FEATURE_DATA_D3D11_OPTIONS1 will be set appropriately based on the system's graphics hardware and graphics driver.
Mappable default buffers
When creating a default buffer with D3D11_CPU_ACCESS_FLAG, only the D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags may be used.
The D3D11_RESOURCE_MISC_FLAG cannot be used when creating resources with D3D11_CPU_ACCESS flags.
On non-unified memory architecture systems (discrete GPUs), apps should not use mappable default buffers if the compute shader code accesses the same byte in a default buffer more than once - sending the data across the bus multiple times eliminates the performance gained by mapping the default buffer instead of copying it.
Requirements
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Minimum supported client |
Windows 8.1 [desktop apps | Windows Store apps] |
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Minimum supported server |
Windows Server 2012 R2 [desktop apps | Windows Store apps] |
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Header |
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See also