The 'correct' way to determine if you have the Direct3D 11.1 Runtime would be as follows:
#include <d3d11_1.h>
#include <wrl/client.h>
#pragma comment(lib,"d3d11.lib")
bool IsDirect3D11_1OrGreater()
{
Microsoft::WRL::ComPtr<ID3D11Device> device;
HRESULT hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_NULL,
nullptr,
0,
nullptr,
0,
D3D11_SDK_VERSION,
device.GetAddressOf(),
nullptr,
nullptr
);
if (FAILED(hr))
return false;
Microsoft::WRL::ComPtr<ID3D11Device1> device1;
return SUCCEEDED(device.As(&device1));
}
You then call IsDirect3D11_1OrGreater
. If it's true, then you are safe to use a flag like D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT
that requires the Direct3D 11.1 Runtime
Keep in mind that you shouldn't be using D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT
as a matter of course. It really only should be used for DirectCompute-heavy programs that are free to tie up the GPU a lot and potentially cause the system to become unresponsive to UI. Use it with caution.
That also implies your application will require a Direct3D Feature Level 11.0 or greater card to use DirectCompute 5.0 -or- it will require Direct3D Feature Level 10.0 and need to do a CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, ...)
call and verify D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x
is true for DirectCompute 4.0.
If IsDirect3D11_1OrGreater
returns false, then you should tell the user:
This application requires the DirectX 11.1 Runtime. It is supported on
Windows 7 Service Pack 1 with KB2670838 or later Windows operating systems.
See also DirectX 11.1 and Windows 7 and DirectX 11.1 and Windows 7 Update.