Closed c1t1z3n0 closed 1 year ago
@c1t1z3n0
Our current hosting model doesn't provide support for this, but it is something we have been investigating. One potential "hack" would be to take a screenshot of the content in WebView2.
I've tried some hacks but haven't gotten much from them besides more confusion. I did find some info that might help:
https://www.briskbard.com/forum/viewtopic.php?t=774 https://www.tenforums.com/tutorials/149042-enable-disable-hardware-acceleration-microsoft-edge-chromium.html
More questions ;)
https://en.wikipedia.org/wiki/Desktop_Window_Manager https://en.wikipedia.org/wiki/Compositing_window_manager https://en.wikipedia.org/wiki/ANGLE_(software) https://en.wikipedia.org/wiki/WebGPU
which tend to add more confusion than solution. My guess is that Gates got careless, and filled Microsofts teams with a bunch of college grads with more loyalty to Google/Unix/OpenGL/STL than true Win32API/DirectX/C/C++ coding. Perhaps he should hire John Carmack as his head of the DWM/window compositing department, I'm sure he'd have an API that was hardware accelerated with ample developer controls of things as simple as 'Window Data'. Anyhow, enough ranting. Just give me a little more advice on which solution you think will be faster/easier and I'll be happy and figure out the hack. Thanks in advance. c1t1z3n0
ps. its issues like this that is why Microsoft lost the browser war to Google. https://en.wikipedia.org/wiki/Microsoft_Edge#Market_share please help us take back 90% of the web/browser/phone market and crush google/android/mac. ;) we just need the tools.
WebView2 + Direct2D + DirectX12 == Native Cloud Gaming
Tracked in #20 and #547.
Hello. I'm trying to incorporate WebView2 into my D3D12 app and am running into a few issues. Basically, all I want to do is take a window created with webview2 and put its content on a d3d12 texture and render on a 3D object in a scene. GDI is probably not the way to go because Direct2D is better with hardware acceleration. The problem though is the change from DX11 to DX12 and the migration from DXGISurfaces -> D3D12Resources, the removal of 'Context' from D3D12, D2D still wants contexts and dxgisurfaces, etc. I've tried using GDI and hdc/hmemorydc and d2d. i can get a normal hwnd copied to a d3d texture with getdibbits(). i have also got a d2d rendertarget copied to a d3d texture. I've played around with CreateWicBitmapRenderTarget() and CreateHwndRenderTarget(), but for some reason, haven't figured out a way to get a webview created window onto a d3d texture. Whats the best route to take? Is Microsoft going to update Direct2D eventually to play nice with D3D12? Should I stick with GDI for now? Eventually I want to port my engine from rasterization to DXR ray-tracing, so I want a solution that will work with that. I'm desigining an app to work on PC + XBox. Any advice is greatly appreciated. Thank you. c1t1z3n0 sample of the engine i'm working with, minus some new d2d code i've added: http://hellod3d12.epizy.com/source/HelloD3D12.htm