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# D3D12_RENDER_PASS_TIER

> Specifies the level of support for render passes on a graphics device.

Specifies the level of support for render passes on a graphics device.

## Syntax

```cpp theme={null}
typedef enum D3D12_RENDER_PASS_TIER
{
    D3D12_RENDER_PASS_TIER_0 = 0,
    D3D12_RENDER_PASS_TIER_1 = 1,
    D3D12_RENDER_PASS_TIER_2 = 2
} D3D12_RENDER_PASS_TIER
```

## Constants

| Constant                     | Description                                                                                                                                                                                                                                                                                                                                        |
| ---------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| D3D12\_RENDER\_PASS\_TIER\_0 | The user-mode display driver hasn't implemented render passes, and so the feature is provided only via software emulation. Render passes might not provide a performance advantage at this level of support.                                                                                                                                       |
| D3D12\_RENDER\_PASS\_TIER\_1 | The render passes feature is implemented by the user-mode display driver, and render target/depth buffer writes may be accelerated. Unordered access view (UAV) writes are not efficiently supported within the render pass.                                                                                                                       |
| D3D12\_RENDER\_PASS\_TIER\_2 | The render passes feature is implemented by the user-mode display driver, render target/depth buffer writes may be accelerated, and unordered access view (UAV) writes (provided that writes in a render pass are not read until a subsequent render pass) are likely to be more efficient than issuing the same work without using a render pass. |

## Remarks

To determine the level of support for render passes for a graphics device, pass [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS5](/reference/graphics/d3d12/structs/d3d12_feature_data_d3d12_options5_public) struct.

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[Rendering](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/rendering)


## Related topics

- [D3D12_FEATURE_DATA_D3D12_OPTIONS5](/reference/graphics/d3d12/structs/d3d12_feature_data_d3d12_options5_public.md)
- [D3D12_RENDER_PASS_RENDER_TARGET_DESC](/reference/graphics/d3d12/structs/d3d12_render_pass_render_target_desc_public.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS](/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_public.md)
- [D3D12_RESOURCE_HEAP_TIER](/reference/graphics/d3d12/enums/d3d12_resource_heap_tier_public.md)
- [D3D12_RENDER_PASS_BEGINNING_ACCESS](/reference/graphics/d3d12/structs/d3d12_render_pass_beginning_access_public.md)
