Open KyleBernelle opened 1 year ago
Hi Kyle, you are welcome to build and ship the d3d11on12 dll with your game (another studio has done the same using GLon12). To my knowledge, 11on12 has only been used on the SRA side of things in the past, so I'm not sure what sort of hurdles you may need to jump or the performance you can expect. If you do decide to give it a shot, I'd love to hear how it works out for you!
Thank you for your swift reply and for the information!
Another question related to this, is the mapping layer able to handle XDK calls? Or would those need to be converted to their Dx12 counterparts? Without the XDK, the DirectX files are included from the Windows SDK, which are missing some specific Xbox functions, and errors are being thrown when it comes to D3D11X
classes/functions/variables being included.
I guess a better question would be: if these errors are fixed by converting the XDK/Dx11 code to GDK/Dx12, would the mapping layer have the ability to mesh that code with the conversion it does?
Apologies if this isn't the best avenue to ask this, but was wondering if this project is something that is appropriate to use for conversion of DirectX versions in regard to the consoles, specifically from the Xbox One to Xbox Series X? Of course other API calls will need to be manually adjusted, but can this be included in an Xbox project or is this targeted for only Windows?