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Describes Direct3D 12 feature options in the current graphics driver.

Syntax

Members

DoublePrecisionFloatShaderOps
Type: BOOL
Specifies whether double types are allowed for shader operations. If TRUE, double types are allowed; otherwise FALSE. The supported operations are equivalent to Direct3D 11’s ExtendedDoublesShaderInstructions member of the D3D11_FEATURE_DATA_D3D11_OPTIONS structure. To use any HLSL shader that is compiled with a double type, the runtime must set DoublePrecisionFloatShaderOps to TRUE. OutputMergerLogicOp
Type: BOOL
Specifies whether logic operations are available in blend state. The runtime sets this member to TRUE if logic operations are available in blend state and FALSE otherwise. This member is FALSE for feature level 9.1, 9.2, and 9.3. This member is optional for feature level 10, 10.1, and 11. This member is TRUE for feature level 11.1 and 12. MinPrecisionSupport
Type: D3D12_SHADER_MIN_PRECISION_SUPPORT
A combination of D3D12_SHADER_MIN_PRECISION_SUPPORT-typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for shader stages. A value of zero indicates that the driver supports only full 32-bit precision for all shader stages. TiledResourcesTier
Type: D3D12_TILED_RESOURCES_TIER
Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a D3D12_TILED_RESOURCES_TIER-typed value that indicates if the hardware and driver support tiled resources and at what tier level. ResourceBindingTier
Type: D3D12_RESOURCE_BINDING_TIER
Specifies the level at which the hardware and driver support resource binding. The runtime sets this member to a D3D12_RESOURCE_BINDING_TIER-typed value that indicates the tier level. PSSpecifiedStencilRefSupported
Type: BOOL
Specifies whether pixel shader stencil ref is supported. If TRUE, it’s supported; otherwise FALSE. TypedUAVLoadAdditionalFormats
Type: BOOL
Specifies whether the loading of additional formats for typed unordered-access views (UAVs) is supported. If TRUE, it’s supported; otherwise FALSE. ROVsSupported
Type: BOOL
Specifies whether Rasterizer Order Views (ROVs) are supported. If TRUE, they’re supported; otherwise FALSE. ConservativeRasterizationTier
Type: D3D12_CONSERVATIVE_RASTERIZATION_TIER
Specifies the level at which the hardware and driver support conservative rasterization. The runtime sets this member to a D3D12_CONSERVATIVE_RASTERIZATION_TIER-typed value that indicates the tier level. MaxGPUVirtualAddressBitsPerResource
Type: UINT
Don’t use this field; instead, use the D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT query (a structure with a MaxGPUVirtualAddressBitsPerResource member), which is more accurate. StandardSwizzle64KBSupported
Type: BOOL
TRUE if the hardware supports textures with the 64KB standard swizzle pattern. Support for this pattern enables zero-copy texture optimizations while providing near-equilateral locality for each dimension within the texture. For texture swizzle options and restrictions, see D3D12_TEXTURE_LAYOUT. CrossNodeSharingTier
Type: D3D12_CROSS_NODE_SHARING_TIER
A D3D12_CROSS_NODE_SHARING_TIER enumeration constant that specifies the level of sharing across nodes of an adapter that has multiple nodes, such as Tier 1 Emulated, Tier 1, or Tier 2. CrossAdapterRowMajorTextureSupported
Type: BOOL
FALSE means the device only supports copy operations to and from cross-adapter row-major textures. TRUE means the device supports shader resource views, unordered access views, and render target views of cross-adapter row-major textures. “Cross-adapter” means between multiple adapters (even from different IHVs). VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation
Type: BOOL
Whether the viewport (VP) and Render Target (RT) array index from any shader feeding the rasterizer are supported without geometry shader emulation. Compare the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer member of the D3D11_FEATURE_DATA_D3D11_OPTIONS3 structure. In ID3D12ShaderReflection::GetRequiresFlags, see the #define D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER. ResourceHeapTier
Type: D3D12_RESOURCE_HEAP_TIER
Specifies the level at which the hardware and driver require heap attribution related to resource type. The runtime sets this member to a D3D12_RESOURCE_HEAP_TIER enumeration constant.

Remarks

See D3D12_FEATURE.

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

Conservative Rasterization Core Structures D3D12_FEATURE Rasterizer Ordered Views
Last modified on August 20, 2026