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@wh1t3lord
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So upgrading Vulkan, at least you can cherry pick if merge can't be succesful because of DX12. But I will try to keep isolated and updated by dx12 branch until it will be merged.

wh1t3lord and others added 30 commits April 4, 2024 22:10
… overloading these fields + need to change preprocessors to initialization structure
… for render target and depth stencil clear values at creation stage;
… prevent calling if engine is passing invalid scissor region to renderer (or is it even possible from outside?);
…itialization stage; refactor making BindTexture and BindRenderTarget (as in DX11 for consistency, but need to send feedback about it); new pipelines for msaa render targets; fix std::swap situation where object triggered false positive assert in destructor; setting invalid data by compile time preprocessors; making renderfilters but need to carefully debug order of pipeline set;
…bugging; making dx12 1:1 to GL3 execution but have to debug carefully;
@mikke89 mikke89 marked this pull request as draft September 27, 2025 11:24
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mikke89 commented Sep 27, 2025

Nice, looking forward to seeing this being worked on! :) I marked it as a draft. Feel free to mark it as ready for review when you think it's ready to be looked at.

It would be a bit easier to see the relevant changes if it was branched directly from master instead of DX12 (and without those changes). Also looks like there are some whitespace issues in the files, they all show huge diffs because of that.

@mikke89 mikke89 added the backends Platforms and renderers label Sep 27, 2025
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