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D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE comment wording #171

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GertyP opened this issue Feb 25, 2024 · 2 comments
Open

D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE comment wording #171

GertyP opened this issue Feb 25, 2024 · 2 comments

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@GertyP
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GertyP commented Feb 25, 2024

I've just noticed a surprising comment in D3D12_RESOURCE_FLAGS, for D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, which says -

Some adapter architectures experience increased bandwidth for depth stencil textures when shader resource views are precluded.

Reading it several times over, I couldn't help but interpret it in a way that's contrary to my expectations that, in pretty much all cases, more restrictive/strict resource use only ever offers optimisation possibilities. I think this quoted sentence is unfortunately written in such a way that can be interpreted equally either way; it's just as easy to interpret this as saying -

  • "some architectures suffer from increased bandwidth usage as a result of allowing shader resource views" or to put it another way, "some architectures gain bandwidth capacity as a result of precluding shader resource views"
  • versus, "some architectures suffer from increased bandwidth usage as a result of precluding shader resource views" / "some architectures gain bandwidth capacity as a result of allowing shader resource views".

These two completely opposite interpretations could easily fit in with the quoted comment, which I think comes down to the ambiguous interpretation of "experience increased bandwidth".

@jenatali
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Increased bandwidth capacity is the correct interpretation of that sentence.

Please feel free to create a PR against the docs (there's a pencil edit button at the top of the page which takes you to the docs GitHub page).

@GertyP
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GertyP commented Feb 25, 2024

Thanks. I've done as you suggested: MicrosoftDocs/sdk-api#1775

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