> ## Documentation Index
> Fetch the complete documentation index at: https://docs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# D3D12_RENDER_PASS_TIER

> Specifies the level of support for render passes on a graphics device.

Specifies the level of support for render passes on a graphics device.

## Syntax

```cpp theme={null}
typedef enum D3D12_RENDER_PASS_TIER
{
    D3D12_RENDER_PASS_TIER_0 = 0,
    D3D12_RENDER_PASS_TIER_1 = 1,
    D3D12_RENDER_PASS_TIER_2 = 2
} D3D12_RENDER_PASS_TIER
```

## Constants

| Constant | Description |
| - | - |
| D3D12\_RENDER\_PASS\_TIER\_0 | The user-mode display driver hasn't implemented render passes, and so the feature is provided only via software emulation. Render passes might not provide a performance advantage at this level of support. |
| D3D12\_RENDER\_PASS\_TIER\_1 | The render passes feature is implemented by the user-mode display driver, and render target/depth buffer writes may be accelerated. Unordered access view (UAV) writes are not efficiently supported within the render pass. |
| D3D12\_RENDER\_PASS\_TIER\_2 | The render passes feature is implemented by the user-mode display driver, render target/depth buffer writes may be accelerated, and unordered access view (UAV) writes (provided that writes in a render pass are not read until a subsequent render pass) are likely to be more efficient than issuing the same work without using a render pass. |

## Remarks

To determine the level of support for render passes for a graphics device, pass [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS5](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_feature_data_d3d12_options5_public.md) struct.

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[Rendering](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/rendering)
