Direct3D 11 was released as part of Windows 7. It was presented at Gamefest 2008 on July 22, 2008 and demonstrated at the
Nvision 08 technical conference on August 26, 2008. The Direct3D 11 Technical Preview has been included in November 2008 release of DirectX SDK. AMD previewed working DirectX11 hardware at Computex on June 3, 2009, running some DirectX 11 SDK samples. The Direct3D 11 runtime is able to run on Direct3D 9 and 10.x-class hardware and
drivers using the concept of
"feature levels", expanding on the functionality first introduced in Direct3D 10.1 runtime. Feature levels allow developers to unify the rendering pipeline under Direct3D 11 API and make use of API improvements such as better resource management and multithreading even on entry-level cards, though advanced features such as new shader models and rendering stages will only be exposed on up-level hardware. There are three "10 Level 9" profiles which encapsulate various capabilities of popular DirectX 9.0a cards, and Direct3D 10, 10.1, and 11 each have a separate feature level; each upper level is a strict superset of a lower level.
Tessellation was earlier considered for Direct3D 10, but was later abandoned. GPUs such as
Radeon R600 feature a tessellation engine that can be used with Direct3D 9/10/10.1 and OpenGL, but it's not compatible with Direct3D 11 (according to Microsoft). Older graphics hardware such as Radeon 8xxx, GeForce 3/4 had support for another form of tesselation (RT patches, N patches) but those technologies never saw substantial use. As such, their support was dropped from newer hardware. Microsoft has also hinted at other features such as
order independent transparency, which was never exposed by the Direct3D API but supported almost transparently by early Direct3D hardware such as Videologic's
PowerVR line of chips.
Direct3D 11.0 Direct3D 11.0 features include: Support for Shader Model 5.0, Dynamic shader linking, addressable resources, additional resource types, subroutines, geometry instancing, coverage as pixel shader input, programmable interpolation of inputs, new texture compression formats (1 new LDR format and 1 new HDR format), texture clamps to limit WDDM preload, require 8-bits of subtexel and sub-mip precision on texture filtering, 16K texture limits, Gather4(support for multi-component textures, support for programmable offsets), DrawIndirect, conservative oDepth, Depth Bias, addressable stream output, per-resource mipmap clamping, floating-point viewports, shader conversion instructions, improved multithreading. • Shader Model 5 • Support for
Tessellation and Tessellation Shaders to increase at runtime the number of visible polygons from a low detail polygonal model •
Multithreaded rendering — to render to the same Direct3D device object from different threads for multi core CPUs •
Compute shaders — which exposes the shader pipeline for non-graphical tasks such as
stream processing and physics acceleration, similar in spirit to what
OpenCL, Nvidia
CUDA,
ATI Stream, and
HLSL Shader Model 5 achieve among others.
Direct3D 11.1 Direct3D 11.1 is an update to the API that ships with
Windows 8. The Direct3D runtime in Windows 8 features
DXGI 1.2 and requires new
WDDM 1.2 device drivers. Preliminary version of the Windows SDK for Windows 8 Developer Preview was released on September 13, 2011. The new API features shader
tracing and HLSL compiler enhancements, support for minimum precision HLSL scalar data types, UAVs (Unordered Access Views) at every pipeline stage, target-independent rasterization (TIR), option to map SRVs of dynamic buffers with NO_OVERWRITE, shader processing of video resources, option to use logical operations in a render target, option to bind a subrange of a constant buffer to a shader and retrieve it, option to create larger constant buffers than a shader can access, option to discard resources and resource views, option to change subresources with new copy options, option to force the sample count to create a rasterizer state, option to clear all or part of a resource view, option to use Direct3D in Session 0 processes, option to specify user clip planes in HLSL on feature level 9 and higher, support for
shadow buffer on feature level 9, support for video playback, extended support for shared Texture2D resources, and on-the-fly swapping between Direct3D 10 and 11 contexts and feature levels. Direct3D 11.1 includes new feature level 11_1, which brings minor updates to the shader language, such as larger constant buffers and optional double-precision instructions, as well as improved blending modes and mandatory support for 16-bit color formats to improve the performance of entry-level GPUs such as
Intel HD Graphics. WARP has been updated to support feature level 11_1. The
Platform Update for
Windows 7 includes a limited set of features from Direct3D 11.1, though components that depend on WDDM 1.2 – such as
feature level 11_1 and its related APIs, or
quad buffering for
stereoscopic rendering – are not present.
Direct3D 11.2 Direct3D 11.2 was shipped with
Windows 8.1. New hardware features require DXGI 1.3 with WDDM 1.3 drivers and include runtime shader modification and linking, Function linking graph(FLG), inbox
HLSL compiler, option to annotate graphics commands. Feature levels 11_0 and 11_1 introduce optional support for tiled resources with shader level of detail clamp (Tier2). The latter feature effectively provides control over the hardware
page tables present in many current GPUs.
WARP was updated to fully support the new features. There is no feature level 11_2 however; the new features are dispersed across existing feature levels. Those that are hardware-dependent can be checked individually via CheckFeatureSupport. Some of the "new" features in Direct3D 11.2 actually expose some old hardware features in a more granular way; for example D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT exposes partial support for instancing on feature level 9_1 and 9_2 hardware, otherwise fully supported from feature level 9_3 onward.
Direct3D 11.X Direct3D 11.X is a superset of DirectX 11.2 running on the
Xbox One. It includes some features, such as draw bundles, that were later announced as part of DirectX 12.
Direct3D 11.3 Direct3D 11.3 shipped in July 2015 with Windows 10; it includes minor rendering features from Direct3D 12, while keeping the overall structure of the Direct3D 11.x API. Direct3D 11.3 introduces optional Shader Specified Stencil Reference Value, Typed Unordered Access View Loads, Rasterizer Ordered Views (ROVs), optional Standard Swizzle, optional Default Texture Mapping, Conservative Rasterization (out of three tiers), optional
Unified Memory Access (UMA) support, and additional Tiled Resources (tier 2) (Volume tiled resources).
Direct3D 11.4 •
Direct3D 11.4 version 1511 – Initial Direct3D 11.4 was introduced with Windows 10 Threshold 2 update (version 1511) improving external graphics adapters support and DXGI 1.5. •
Direct3D 11.4 version 1607 – Updated Direct3D 11.4 with Windows 10 Anniversary Update (version 1607) includes support WDDM 2.1 and for UHDTV HDR10 format (
ST 2084) and variable refresh rates support for UWP applications. ==Direct3D 12==