D3D11DDI_SHADER_CAPS - NtDoc

Native API online documentation, based on the System Informer (formerly Process Hacker) phnt headers
// d3d10umddi.h

typedef struct D3D11DDI_SHADER_CAPS {
  [in] UINT Caps;
} D3D11DDI_SHADER_CAPS;
View the official Windows Driver Kit DDI reference

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Windows Driver Kit DDI reference (ns-d3d10umddi-d3d11ddi_shader_caps)

D3D11DDI_SHADER_CAPS structure

Description

The D3D11DDI_SHADER_CAPS structure contains display device shader capabilities.

Members

Caps [in]

A valid bitwise OR of values that describe the shader capabilities of the display device. The Direct3D runtime supports the following values.

D3D11DDICAPS_SHADER_DOUBLES (0x1)

The display device supports shaders that can internally operate on double-precision floating-point numbers. However, these shaders can neither input nor output double values, and they cannot perform atomic operations on double values. Only operations that are internal to such a shader can use double values. The shader must form double values by combining input values at the start of the shader. The shader must break apart double values into multiple output values at the end of the shader.

D3D11DDICAPS_SHADER_COMPUTE_PLUS_RAW_AND_STRUCTURED_BUFFERS_IN_SHADER_4_X (0x2)

The display device supports compute shaders as well as raw and structured buffers. The runtime can successfully call the driver's CreateComputeShader function to create a compute shader and the driver's CreateShaderResourceView(D3D11) and CreateUnorderedAccessView functions to create raw and structured buffers.

Drivers that run the Direct3D version 11 pipeline (the D3D11DDI_3DPIPELINELEVEL_11_0 value of the D3D11DDI_3DPIPELINELEVEL enumeration) and greater must report this shader capability.

See also

CreateComputeShader

CreateShaderResourceView(D3D11)

CreateUnorderedAccessView

D3D10_2DDICAPS_TYPE

GetCaps(D3D10_2)