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### Describe the issue
When the vram occupied full, system will be slow.
Change following to force it enter to compute queue will not have TDR problem
auto is_feature_level_1_0_core = **(featu…
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Running the Debug build the 'D3D1211On12' sample under a debugger shows multiple warnings:
```
D3D12 WARNING: ID3D12Device::CreateCommittedResource: Ignoring InitialState D3D12_RESOURCE_STATE_GENE…
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Related to #206 , cc @grorg
Vulkan and Metal disagree on what the "packed" means:
- in Vulkan, packed formats on little-endian systems have reverse order of components
- in Metal, packed form…
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3DMark have 2 main d3d12 tests, without counting the API overhead test (which works fine) and the PortRoyal test (need DXR).
Those are TimeSpy and NightRaid. Those 2 benchs have a demo, 2 graphics te…
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CTS test: `cts/webgpu/api/operation/vertex_state/correctness/cts.https.html?q=webgpu:api,operation,vertex_state,correctness:vertex_buffer_used_multiple_times_interleaved:*`
Backtrace:
```
0 D3…
nical updated
4 months ago
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Hi,
first sorry as this site is for reporting AMF video dec/enc bugs but found some issues using new HEVC D3D12VA encoder support in “Ffmpeg intel cartwheel github repo” and Intel engineer says no is…
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### Suggestion
IIRC, most D3D12 structs that hold references to other D3D objects take these via `ManuallyDrop`. eg:
```rust
}
#[repr(C)]
pub struct D3D12_BUFFER_BARRIER {
pub SyncBefore…
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Hi,
all other Vulkan layering projects like DXVK VKD3D and Zink have it..
make easing checking a driver against some profiles defined in the schema for missing features easily..
for example VKD3D d…
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The scenario:
A compute shader takes a storage buffer as read_write.
A buffer has both indirect and storage usages.
The buffer is in a BindGroup for use as the storage buffer with the compute shade…
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Good to add search method to MAnalyse: DirectX12 Motion Estimated search. It hopefully will be standartized via Mictosoft DirectX API from different hardware vendors (not NVIDIA only). Currently looks…