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This topic contains a list of resources that Direct3D 11 supports (specifically feature level 11 or 9.x hardware).
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Resource limits for feature level 11 hardware
All of these resource limits are defined as constants in D3d11.h.
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Resource | Limit |
---|---|
Number of elements in a constant buffer | D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT (4096) |
Number of texels (independent of struct size) in a buffer | D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP (2 7) texels |
Texture1D U dimension | D3D11_REQ_TEXTURE1D_U_DIMENSION (16384) |
Texture1DArray dimension | D3D11_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION (2048 array slices) |
Texture2D U/V dimension | D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384) |
Texture2DArray dimension | D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION (2048 array slices) |
Texture3D U/V/W dimension | D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048) |
TextureCube dimension | D3D11_REQ_TEXTURECUBE_DIMENSION (16384) |
Resource size (in MB) for any of the preceding resources | min(max(128,0.25f * (amount of dedicated VRAM)), 2048) MB D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM (128) D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_B_TERM (0.25f) D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_C_TERM (2048) |
Anisotropic filtering maxanisotropy | D3D11_REQ_MAXANISOTROPY (16) |
Resource dimension addressable by filtering hardware | D3D11_REQ_FILTERING_HW_ADDRESSABLE_RESOURCE_DIMENSION (16384) per dimension |
Resource size (in MB) addressable by IA (input or vertex data) or VS/GS/PS (point sample) | max(128,0.25f * (amount of dedicated VRAM)) MB D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM (128) D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_B_TERM (0.25f) |
Total number of resource views per context (Each array counts as 1) (all view types have shared limit) | D3D11_REQ_RESOURCE_VIEW_COUNT_PER_DEVICE_2_TO_EXP (2 ) |
Buffer structure size (multi-element) | D3D11_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES (2048 bytes) |
Stream output size | Same as the number of texels in a buffer (see preceding) |
Draw or DrawInstanced vertex count (including instancing) | D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP (2 ) |
DrawIndexed[Instanced]() vertex count (including instancing) | D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP (2 ) |
GS invocation output data (components * vertices) | D3D11_GS_MAX_OUTPUT_VERTEX_COUNT_ACROSS_INSTANCES (1024) |
Total number of sampler objects per context | D3D11_REQ_SAMPLER_OBJECT_COUNT_PER_DEVICE (4096) |
Total number of viewport/scissor objects per pipeline | D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE (16) |
Total number of clip/cull distances per vertex | D3D11_CLIP_OR_CULL_DISTANCE_COUNT (8) |
Total number of blend objects per context | D3D11_REQ_BLEND_OBJECT_COUNT_PER_DEVICE (4096) |
Total number of depth/stencil objects per context | D3D11_REQ_DEPTH_STENCIL_OBJECT_COUNT_PER_DEVICE (4096) |
Total number of rasterizer state objects per context | D3D11_REQ_RASTERIZER_OBJECT_COUNT_PER_DEVICE (4096) |
Maximum per-pixel sample count during multisampling | D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT (32) |
Shader resource vertex-element count (four 32-bit components) | D3D11_STANDARD_VERTEX_ELEMENT_COUNT (32) |
Common-shader core (four 32-bit components) temp-register count (r# + indexable x#[n]) | D3D11_COMMONSHADER_TEMP_REGISTER_COUNT (4096) |
Common-shader core constant-buffer slots | D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT (15) (+1 set aside for an immediate constant buffer in shaders) |
Common-shader core input-resource slots | D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT (128) |
Common-shader core sampler slots | D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT (16) |
Common-shader core subroutine-nesting limit | D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT (32) |
Common-shader core flow-control nesting limit | D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT (64) |
Vertex shader input-register count (four 32-bit components) | D3D11_VS_INPUT_REGISTER_COUNT (32) |
Vertex shader output-register count (four 32-bit components) | D3D11_VS_OUTPUT_REGISTER_COUNT (32) |
Geometry shader input-register count (four 32-bit components) | D3D11_GS_INPUT_REGISTER_COUNT (32) |
Geometry shader output-register count (four 32-bit components) | D3D11_GS_OUTPUT_REGISTER_COUNT (32) |
Pixel shader input-register count (four 32-bit components) | D3D11_PS_INPUT_REGISTER_COUNT (32) |
Pixel shader output slots | 8 |
Pixel shader output depth register count(one 32-bit component) | D3D11_PS_OUTPUT_DEPTH_REGISTER_COUNT (1) |
Input assembler index input resource slots | D3D11_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT (1) |
Input assembler vertex input resource slots | D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT (32) |
Hull shader control point input-register count (four 32-bit components) | D3D11_HS_CONTROL_POINT_PHASE_INPUT_REGISTER_COUNT (32) |
Hull shader number of input control points | D3D11_HS_CONTROL_POINT_REGISTER_COMPONENT_BIT_COUNT (32) |
Hull shader control point output-register count (four 32-bit components) | D3D11_HS_CONTROL_POINT_PHASE_OUTPUT_REGISTER_COUNT (32) |
Hull shader number of output control points | D3D11_HS_CONTROL_POINT_REGISTER_COMPONENT_BIT_COUNT (32) |
Hull shader patch constant output-register count (four 32-bit components) | D3D11_HS_OUTPUT_PATCH_CONSTANT_REGISTER_COUNT (32) |
Domain shader control point input-register count (four 32-bit components) | D3D11_DS_INPUT_CONTROL_POINT_REGISTER_COUNT (32) |
Domain shader number of input control points | D3D11_DS_INPUT_CONTROL_POINT_REGISTER_COMPONENT_BIT_COUNT (32) |
Domain shader patch constant input-register count (four 32-bit components) | D3D11_DS_INPUT_PATCH_CONSTANT_REGISTER_COUNT (32) |
Domain shader tessellated vertex output-register count (four 32-bit components) | D3D11_DS_OUTPUT_REGISTER_COUNT (32) |
Compute shader unordered access view (UAV) slots | D3D11_PS_CS_UAV_REGISTER_COUNT (8)4 |
Resource tile size in bytes | D3D11_2_TILED_RESOURCE_TILE_SIZE_IN_BYTES ( 65536 ) |
An app can try to allocate more memory for a resource than the maximum resource size specifies. That is, the Direct3D 11 runtime allows these memory allocation attempts in the event that the hardware might support them. However, the Direct3D 11 runtime only guarantees that allocations within the maximum resource size are supported by all feature level 11 hardware. If an app tries to allocate memory for a resource within the maximum resource size, the runtime fails the attempt only if the operating system runs out of resources. If an app tries to allocate memory for a resource above the maximum resource size, the runtime can fail the attempt because either the operating system is overextended or the hardware does not support allocations above the maximum resource size. The debug layer only checks D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM (128) MB.
The pixel shader output slots are shared between pixel output registers (four 32-bit components) and UAVs.
The total number of components for all hull shader to domain shader control points is limited to 3968, which is 128 less than the maximum control points times the maximum control point registers times four components.
4For compute shader profiles CS_4_0 and CS_4_1 there is only 1 UAV available. For more information about shader profiles, see Shader Model 5.
Resource limits for feature level 9.x hardware
All of these 9.x feature level resource limits are defined as constants in D3dcommon.h.
Slots Dispatch
Resource | Limit |
---|---|
Feature level 9_1 texture1D U dimension | D3D_FL9_1_REQ_TEXTURE1D_U_DIMENSION (2048) |
Feature level 9_3 texture1D U dimension | D3D_FL9_3_REQ_TEXTURE1D_U_DIMENSION (4096) |
Feature level 9_1 texture2D U/V dimension | D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION (2048) |
Feature level 9_3 texture2D U/V dimension | D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION (4096) |
Feature level 9_1 texture3D U/V/W dimension | D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (256) |
Feature level 9_1 textureCube dimension | D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION (512) |
Feature level 9_3 textureCube dimension | D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION (4096) |
Feature level 9_1 anisotropic filtering maxanisotropy default | D3D_FL9_1_DEFAULT_MAX_ANISOTROPY (2) |
Feature level 9_1 maximum input assembler primitives | D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT (65535) |
Feature level 9_2 maximum input assembler primitives | D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT (1048575) |
Feature level 9_1 simultaneous render targets | D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT (1) |
Feature level 9_3 simultaneous render targets | D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT (4) |
Feature level 9_1 maximum texture repeat | D3D_FL9_1_MAX_TEXTURE_REPEAT (128) |
Feature level 9_2 maximum texture repeat | D3D_FL9_2_MAX_TEXTURE_REPEAT (2048) |
Feature level 9_3 maximum texture repeat | D3D_FL9_3_MAX_TEXTURE_REPEAT (8192) |