D3D11_TILED_RESOURCES_TIER Enumeration

Indicates the tier level at which tiled resources are supported.

Syntax

typedef enum D3D11_TILED_RESOURCES_TIER
{
    D3D11_TILED_RESOURCES_NOT_SUPPORTED = 0,
    D3D11_TILED_RESOURCES_TIER_1 = 1,
    D3D11_TILED_RESOURCES_TIER_2 = 2
} D3D11_TILED_RESOURCES_TIER;  

Constants

Constant Description
D3D11_TILED_RESOURCES_NOT_SUPPORTEDTiled resources are not supported.
D3D11_TILED_RESOURCES_TIER_1Tier_1 tiled resources are supported. The device supports calls to ID3D11Device::CreateTexture2D and so on with the D3D11_RESOURCE_MISC_TILED flag. The device supports calls to ID3D11Device::CreateBuffer with the D3D11_RESOURCE_MISC_TILE_POOL flag. If you access tiles (read or write) that are NULL-mapped, you get undefined behavior, which includes device-removed. Apps can map all tiles to a single "default" tile to avoid this condition.
D3D11_TILED_RESOURCES_TIER_2Tier_2 tiled resources are supported. Superset of Tier_1 functionality, which includes this additional support:
  • On Tier_1, if the size of a texture mipmap level is an integer multiple of the standard tile shape for its format, it is guaranteed to be nonpacked. On Tier_2, this guarantee is expanded to include mipmap levels whose size is at least one standard tile shape. For more info, see D3D11_PACKED_MIP_DESC.
  • Shader instructions are available for clamping level-of-detail (LOD) and for obtaining status about the shader operation. For info about one of these shader instructions, see Sample(S,float,int,float,uint).
  • Reading from NULL-mapped tiles treat that sampled value as zero. Writes to NULL-mapped tiles are discarded.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

See also

D3D11_FEATURE_DATA_D3D11_OPTIONS1