First post, by Dege
I'm working on a D3D12 backend for dgVoodoo. It's still in development but I publish the first experimental version here.
Please report a problem, like bad performance, crash, erroneous rendering, here only if it's D3D12-specific (the problem doesn't come with D3D11).
This version is compiled from the main branch and versioned as 2.7 but it writes config files with version 2.63 to be compatible with the 'stable' builds.
What you must know about it:
- D3D12 is only available for DirectX modules for the time being, Glide is still D3D11-only.
- You must explicitly select D3D12 in the config if you want it, 'Best available' will never choose it until it's in experimental state.
- If D3D12 doesn't appear in the OutputAPI combobox in the CPL then your OS (Win10 required) or video card doesn't support it.
This is an initial implementation and I myself am aware of present problems like some unsolved crashes, worse performance for certain API-driving patterns, etc.
(Like setting gamma ramp not working in fullscreen, or, having waiting bubbles in the frame presentation calls that aren't there with D3D11... I wish somebody from Microsoft would explain those to me.)
But, I want to change and polish things in the implementation in the future and I hope it gets matured by time.
http://dege.fw.hu/temp/dgVoodooWIP71.zip
http://dege.fw.hu/temp/dgVoodooWIP71_dbg.zip
I still haven't done very extensive testing but I hope I'll get some good catches here (like last time with Blood2) that helps me.
32 bit D3D12 is a pain in the ass because of the lack of graphics debuggers.