In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly. With Direct3D 11, a new paradigm is introduced called feature levels. ![]() A feature level is a well-defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11. Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application. For more info about creating a device, see the D3D11CreateDevice function. A feature level does not imply performance, only functionality.Ī feature level always includes the functionality of previous or lower feature levels.A GPU that allows a device to be created meets or exceeds the functionality of that feature level.Here is a couple of other basic properties of feature levels: Using feature levels, you can develop an application for Direct3D 9, Microsoft Direct3D 10, or Direct3D 11, and then run it on 9, 10 or 11 hardware (with some exceptions for example, new 11 features will not run on an existing 9 card). Choose a feature level when you create a Direct3D 11 device.įor information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.Performance is dependent on hardware implementation. To assist you in deciding what feature level to design with, compare the features for each feature level.
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