Originally posted by bitman
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Originally posted by bemerk
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There is a lot of info in that pull request. Like the following quote:
I know that the VK9 project exists, but I believe converting the very high-level D3D9 API directly to Vulkan is way too hard, which is why I'm leveraging DXVK's extensive support for D3D11 features.
A lot of D3D9 concepts map almost directly to D3D11, it's really easy to port a lot of the features. D3D9 surfaces are nothing more than D3D11Texture2D, the DXBC shader compiler is already here, etc.
And since this project is built on top of DXVK, we could in certain cases use Vulkan directly, although the D3D11 API is still the one I'm building on.
A lot of D3D9 concepts map almost directly to D3D11, it's really easy to port a lot of the features. D3D9 surfaces are nothing more than D3D11Texture2D, the DXBC shader compiler is already here, etc.
And since this project is built on top of DXVK, we could in certain cases use Vulkan directly, although the D3D11 API is still the one I'm building on.
Additionally, there was quite a bit of discussion on that PR. The developer behind the PR has subsequently closed it with the following:
I will close this pull request and instead try to see if I can keep working on the D3D9 to D3D11 wrapper, or help Vk9 instead.
Thank you for your understanding.
Thank you for your understanding.
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