Note
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Indicates the tier level at which view instancing is supported.
Syntax
typedef enum D3D12_VIEW_INSTANCING_TIER {
D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED = 0,
D3D12_VIEW_INSTANCING_TIER_1 = 1,
D3D12_VIEW_INSTANCING_TIER_2 = 2,
D3D12_VIEW_INSTANCING_TIER_3 = 3
} ;
Constants
D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED Value: 0 View instancing is not supported. |
D3D12_VIEW_INSTANCING_TIER_1 Value: 1 View instancing is supported by draw-call level looping only. |
D3D12_VIEW_INSTANCING_TIER_2 Value: 2 View instancing is supported by draw-call level looping at worst, but the GPU can perform view instancing more efficiently in certain circumstances which are architecture-dependent. |
D3D12_VIEW_INSTANCING_TIER_3 Value: 3 View instancing is supported and instancing begins with the first shader stage that references SV_ViewID or with rasterization if no shader stage references SV_ViewID. This means that redundant work is eliminated across view instances when it's not dependent on SV_ViewID. Before rasterization, work that doesn't directly depend on SV_ViewID is shared across all views; only work that depends on SV_ViewID is repeated for each view. Note If a hull shader produces tessellation factors that are dependent on SV_ViewID, then tessellation and all subsequent work must be repeated per-view. Similarly, if the amount of geometry produced by the geometry shader depends on SV_ViewID, then the geometry shader must be repeated per-view before proceeding to rasterization. View instance masking only effects whether work that directly depends on SV_ViewID is performed, not the entire loop iteration (per-view). If the view instance mask is non-0, some work that depends on SV_ViewID might still be performed on masked-off pixels but will have no externally-visible effect; for example, no UAV writes are performed and clipping/rasterization is not invoked. If the view instance mask is 0 no work is performed, including work that's not dependent on SV_ViewID. |
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |