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D3D12DDI_VARIABLE_SHADING_RATE_TIER enumeration (d3d12umddi.h)

A D3D12DDI_VARIABLE_SHADING_RATE_TIER value indicates the tier that the hardware supports for variable rate shading.

Syntax

typedef enum D3D12DDI_VARIABLE_SHADING_RATE_TIER {
  D3D12DDI_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED = 0,
  D3D12DDI_VARIABLE_SHADING_RATE_TIER_1 = 1,
  D3D12DDI_VARIABLE_SHADING_RATE_TIER_2 = 2
} ;

Constants

 
D3D12DDI_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED
Value: 0
Variable rate shading is not supported.
D3D12DDI_VARIABLE_SHADING_RATE_TIER_1
Value: 1
Variable rate shading is supported at tier 1.
D3D12DDI_VARIABLE_SHADING_RATE_TIER_2
Value: 2
Variable rate shading is supported at tier 2.

Remarks

Variable rate shading is a mechanism to enable allocation of rendering performance and power at varying rates across the rendered image.

The following capabilities are defined for each tier.

  • Tier 1 support

    • The shading rate can only be specified on a per-draw-basis; nothing more granular than that.
    • The shading rate applies uniformly to what is drawn independently of where it lies within the render target.
  • Tier 2 support

    • The shading rate can be specified on a per-draw-basis, as in Tier 1. It can also be specified by a combination of per-draw-basis, and of semantic from the per-provoking-vertex and a screen space image.
    • Shading rates from the three sources are combined using a set of combiners.
    • Screen space image tile size is 16x16 or smaller.
    • Shading rate requested by the app is guaranteed to be delivered exactly (for precision of temporal and other reconstruction filters).
    • SV_ShadingRate PS input is supported, where SV_ShadingRate provides more info about the shading rate.
    • The per-provoking vertex rate, also referred to as per-primitive rate, is only valid when one viewport is used and SV_ViewportIndex is not written to.

Requirements

Requirement Value
Minimum supported client Windows 10, version 1903
Header d3d12umddi.h

See also

D3D12DDI_D3D12_OPTIONS_DATA_0089