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Question by stolyaroleh · Oct 08, 2017 at 09:29 AM · shadersdirectx

How to detect DirectX 12?

I have a shader that uses Rasterizer Ordered Views. It successfully compiles and runs using the experimental DX12 support. I would like to fall back to RWStructuredBuffer if DX12 is not supported. Unfortunately, it seems that SHADER_API_D3D11 is defined when both DX11 and DX12 are used. SHADER_API_D3D12 does not work, and I couldn't find anything DX12-related in the docs. Is there a way to conditionally compile a shader depending on whether DX11 or DX12 is used? If not, is there a way to detect this at runtime using C#?

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