Comments (5)
Speaking for myself and @cwfitzgerald (with whom I've spoken about this directly), I think we have no attachment to the d3d12
crate; we'd also rather migrate directly to the windows
ecosystem, rather than fix d3d12
.
from wgpu.
It looks like we do have debug asserts for this but I agree our implementation is not great. Rather than rewriting it, I think we should just move over to windows-rs
or a subset of it (see #3207).
from wgpu.
it's probably not scarier than trusting in libloading
, but the bindings for d3d12 are automatically generated and kinda verbose.
keep msdn handy if you tackle this issue! https://github.com/microsoft/windows-rs/tree/master/crates/libs/windows/src/Windows/Win32/Graphics/Direct3D12
from wgpu.
@onkoe per #3207 (comment) the migration to the windows
crate ecosystem is already being worked on 🙂
from wgpu.
sounds great! just wanted to warn anyone who expected a drop-in replacement
that said, your branch looks very nice already. can see why you'd start immediately! 😄
from wgpu.
Related Issues (20)
- wasm-pack test broken HOT 3
- All wgpu-examples fail with WebGPU on both Chrome dev and Firefox nightly HOT 3
- `wgpu_test::compute_pass_resource_ownership` causes Linux kernel crash on `gl` backend HOT 2
- [core] deadlock between `adapter_request_device` and `device_poll` HOT 1
- FXC requires ASCII HLSL code
- `cargo check -p naga --features=spv-in --tests` is broken
- v0.20.1 can't find right adapter for my old computer. HOT 4
- Surface configuration Validation Error HOT 6
- ERROR wgpu::backend::wgpu_core] Shader translation error for stage ShaderStages(COMPUTE): new_compute_pipeline_state: "Compiler encountered an internal error"
- FIFO on Vulkan showing old frames on high refresh rate monitors
- Lines are thicker than 1px on Windows Dx12 HOT 2
- Yank versions of wgpu without #5812? HOT 1
- Multidimensional workgroups + subgroups HOT 1
- Validation error regression when loading GLB model HOT 1
- Naga produces a reserved keyword when translating variable name `packed` to GLSL HOT 1
- Invalidate CommandEncoder on invalid commands HOT 1
- Constrain `SHADER_INT64` to `i64`/`u64` usage within shaders.
- Submitting command encoders caused memory leak HOT 3
- Properly configure the memory allocators
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