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the call vr::VRCompositor()->Submit leads to memory leaks under DirectX
_const vr::Texture_t texture = { (void*)m_rgRenderTargets[ uiEyeIndex ].p, vr::TextureType_DirectX, vr::ColorSpace_Auto };
v…
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```
- crashes when left for a while с диагнозом
IDirectSoundBuffer::Play(): E_FAIL (reporter: krossvas)
```
Original issue reported on code.google.com by `at2...@gmail.com` on 24 Dec 2013 at 12:33
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- [ ] Write implementation in `hlsl_intrinsics.h`
- [ ] Add sema checks for `lit` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.cpp`
- [ ] Add codegen tests to `clang/test/CodeGenHLSL/builtins/l…
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Hi @xoofx ,
Due to inactivity of SharpDX I've decided to start new DirectX bindings but with some standard stuff.
- I target net standard 2.0 and use mathematics from System.Numerics (Vector2, Vec…
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```
Implement DDS support for OpenGL and DirectX
```
Original issue reported on code.google.com by `death2dr...@gmail.com` on 14 Jun 2010 at 4:29
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### Describe the feature you'd like to see added
just a pointer - on a fresh windows 11 build I had to download DirectX runtimes on top of the VC redistributables.
here's the link: https://downloa…
k0pp0 updated
2 months ago
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- [ ] Implement `D3DCOLORtoUBYTE4` clang builtin,
- [ ] Link `D3DCOLORtoUBYTE4` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `D3DCOLORtoUBYTE4` to `CheckHLSLBuiltinFunctionCall` in…
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Hi,
now that one use case of CLonD3D12 and GLonD3D12 is clear:
https://devblogs.microsoft.com/directx/directx-heart-linux/
seems other use case Microsoft is interested is for Windows on ARM64 as th…
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I’m writing a DirectX 11 Shader API and porting all existing shaders to DirectX 11 and Shader Model 4.
Todo as of 3/16/2020
- [x] Performance >= DX9
- [ ] Fix cubemap textures
- [x] Fix anis…
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https://msdn.microsoft.com/en-us/library/windows/desktop/ee663275(v=vs.85).aspx