

- #Shader model 3.0 is required driver#
- #Shader model 3.0 is required full#
- #Shader model 3.0 is required software#
#Shader model 3.0 is required full#
This document is the product of starting with the full D3D11.2 functional spec and adding in relevant WindowsNext D3D11.3 features.Įach Chapter in this spec begins with a summary of the changes fromĭ3D10 to D3D10.1 to D3D11 to D3D11.1 to D3D11.2 to D3D11.3 for that Chapter. 1.5 Not Optimized for Smooth Readingīeware, there is little flow to the content in this spec, although there are plenty of links from place to place. There are exceptions, but do not expect to gain much more than an understanding of the "facts" about D3D11.3 from this spec.
#Shader model 3.0 is required software#
Is any attempt to characterize what sorts of things applications software developers might do using the functionality providedīy D3D11.3. Little to no theory or derivation of graphics concepts, techniques or history is provided. High-level GPU programming concepts (such as high level shading languages) are not covered. GPU resource management, GPU process scheduling, and low-level Operating System driver/kernel architecture are not covered. The exact relationship and interactions between topics covered in the Graphics Pipeline with other Operating System

Note that on each revision of this spec, allĬhanges made for that revision are summarized in a separate document typically distributed with the spec. These shaded boxes DO NOT provideĪ complete listing of all such trivia, however. Topic being described, or to flag an unresolved issues. Justification for decisions, explain history about a feature, provide clarifications or general remarks about a Occasionally, boxed text such as this appears in the spec to indicate
#Shader model 3.0 is required driver#
Included will be some references to how the Graphics Pipeline isĬontrolled through a Device Driver Interface (DDI), and occasionally depictions of API usage as needed to illustrate points. Targeted by the D3D11.1 Graphics Pipeline, in a form that attempts to be agnostic to any Topics covered in this spec center on definition of the hardware architecture being In addition, software developers who are vested in the details about medium-term GPU hardwareĭirection will find interesting information. Hardware or software components that would be considered part of a D3D11.3-compliant system. The target audience for this spec are the implementers, testers and documenters of Unit (GPU) design issues and the general architecture of Microsoft Windows Operating Systems, as well

It is assumed that the reader is familiar with real-time graphics, modern Graphics Processing This document describes hardware requirements for Direct3D 11. Condensed Table of Contentsġ.6 How D3D11.3 Fits into this Unified Spec 3 Functionalįull Table of Contents at end of document. Direct3D 11.3 Functional Specification Direct3D 11.
