SDL/src/gpu
Ethan Lee 0fcaf47658 gpu: D3D12 only requires feature level 11_0 with Resource Binding Tier 2.
We previously thought this wasn't possible because constant buffer offsets and
partial updates were unavailable, but we were reading the wrong table - this is
only the case for D3D11...

https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro

... while 12 doesn't list this feature at all:

https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels

We double checked and Jesse Natalie confirmed that this feature is required for
D3D12 even for 11_0 drivers. (Thanks Jesse!)

Additionally, D3D12 requires that UAVs are accessible from all shader stages,
meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be
a property to lower the requirements, but that can be done later.
2025-08-22 15:46:05 -04:00
..
d3d12 gpu: D3D12 only requires feature level 11_0 with Resource Binding Tier 2. 2025-08-22 15:46:05 -04:00
metal GPU: Clean up properties in SDL_ReleaseGPUTexture (#13378) 2025-07-17 00:21:34 -07:00
vulkan GPU: Fix Vulkan indexing error for resolve attachment refs (#13768) 2025-08-19 12:10:55 -07:00
SDL_gpu.c SDL_gpu.c: Fixed deref-before-check warning 2025-07-26 12:08:23 -07:00
SDL_sysgpu.h GPU: Binding validation and prevent null dereference if expected binding is missing (#13164) 2025-06-02 13:39:58 -07:00