There doesn't seem to be any public documentation or header file yet so we cannot support this right now.
Yes headers are public.. at least in three places:
1)https://github.com/microsoft/DirectX-Headers/blob/main/include/directx/d3d12.h
also a release: https://github.com/microsoft/DirectX-Headers/releases/tag/v1.606.3
2)latest Windows Insider SDKs..
3)Agility SDK nupkg files: https://www.nuget.org/packages/Microsoft.Direct3D.D3D12/1.706.3-preview
https://www.nuget.org/api/v2/package/Microsoft.Direct3D.D3D12/1.706.3-preview
latest two also include new d3d12core.dll and lib files..
from d3d12 header options I used:
typedef struct D3D12_FEATURE_DATA_D3D12_OPTIONS12
{
_Out_ D3D12_TRI_STATE MSPrimitivesPipelineStatisticIncludesCulledPrimitives;
_Out_ BOOL EnhancedBarriersSupported;
_Out_ BOOL RelaxedFormatCastingSupported;
} D3D12_FEATURE_DATA_D3D12_OPTIONS12;
typedef struct D3D12_FEATURE_DATA_D3D12_OPTIONS13
{
_Out_ BOOL UnrestrictedBufferTextureCopyPitchSupported;
_Out_ BOOL UnrestrictedVertexElementAlignmentSupported;
_Out_ BOOL InvertedViewportHeightFlipsYSupported;
_Out_ BOOL InvertedViewportDepthFlipsZSupported;
_Out_ BOOL TextureCopyBetweenDimensionsSupported;
_Out_ BOOL AlphaBlendFactorSupported;
} D3D12_FEATURE_DATA_D3D12_OPTIONS13;
typedef struct D3D12_FEATURE_DATA_D3D12_OPTIONS14
{
_Out_ BOOL AdvancedTextureOpsSupported;
_Out_ BOOL WriteableMSAATexturesSupported;
_Out_ BOOL IndependentFrontAndBackStencilRefMaskSupported;
} D3D12_FEATURE_DATA_D3D12_OPTIONS14;
typedef struct D3D12_FEATURE_DATA_D3D12_OPTIONS15
{
_Out_ BOOL TriangleFanSupported;
_Out_ BOOL DynamicIndexBufferStripCutSupported;
} D3D12_FEATURE_DATA_D3D12_OPTIONS15;
There's still no documentation, and it's rather pointless to support these without also supporting the corresponding ID3D12Device15 etc. interfaces since this isn't how the native runtime works. As long as this isn't a hard requirement for any application I don't just want to waste time adding stubs.
it's understandable, no problem..
Prefer to leave it open anyway..
Hello. Doing some digging into WRC Generations it seems it needs DirectX Agile SDK to even launch. So maybe this one could have a second chance? I see more and more games will be using the shiny new thing in the near future, unfortunately.
Anything I can do to help, let me know.
it needs DirectX Agile SDK to even launch
Games using that should ship a d3d12core.dll somewhere in their game files, there are some using the Agility SDK that do already work, like Monster Hunter Rise. Are you sure it's related to this bug?
the file is present under
/D3D12/D3D12Core.dll
All dll files are in camelcase/caps Does that influence the thing? How could I test that?
No, that doesn't matter, I just meant that using the Agility SDK ifself shouldn't be a problem. You should be able to see in the log (with VKD3D_DEBUG=trace) if it queries D3D12_FEATURE_DATA_D3D12_OPTIONS12 or higher, or ID3D12Device10 or higher, which is what this bugreport is about.
Is unrelated then. I don´t see anything related to D3D12_FEATURE_DATA* nor ID3D12* in the log. Seems to crash before that.
VKD3D_DEBUG=trace`)x1 2022-11VKD3D_CONFIG=''x1 2022-07VKD3D_SHADER_CACHEx1 2022-07d3d12core.dllx3 2022-11
Hi,
I attach my build of Beyond3D's D3D12CheckFeatureSupport program updated to report up to D3D12_FEATURE_DATA_D3D12_OPTIONS15 capabilities built using latest Agility SDK 1.706.3..
I built and used for checking& getting fine grained info on support for new features by new AMD Agility driver..
I also include a report of it:
d3d12checkjul22.zip
seems VKD3D supports up to D3D12_FEATURE_DATA_D3D12_OPTIONS11..
of course not asking VKD3D to support any of this new features yet, just that they report correctly as :0 (not supported)..
running using latest VKD3D from master fails on D3D12_FEATURE_DATA_D3D12_OPTIONS12-15
full log below..
thanks..