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D3D12 command allocator (analogue of VkDescriptorPool) only allows one command list to be recorded at a time. I thought that we could add a flag for that, since most users don't get affected by this limitation. In the end, we implemented a scheme that dynamically juggles the allocators to avoid this problem in [dx12] Dota-related fixes and improvements gfx-rs/gfx#3393.
some of the pipeline states (that can be static or dynamic in Vulkan) are strictly static in D3D12. Namely, depth bias and stencil read/write masks. I suggest we have this restriction encoded in the portability spec. Non-dynamic pipeline states in DX12 gfx-rs/gfx#3441
(this list is to be edited)
VkDescriptorPool
) only allows one command list to be recorded at a time. I thought that we could add a flag for that, since most users don't get affected by this limitation. In the end, we implemented a scheme that dynamically juggles the allocators to avoid this problem in [dx12] Dota-related fixes and improvements gfx-rs/gfx#3393.VK_IMAGE_LAYOUT_UNDEFINED
- Unable to reset D3D12 texture state with Layout::Undefined gfx-rs/gfx#3401VK_IMAGE_LAYOUT_GENERAL
supports all operations, butD3D12_RESOURCE_STATE_COMMON
is read-only - dx12: Resource transition gfx-rs/gfx#2503VkBuffer
do not directly map to D3D12 mutable resource statesThe text was updated successfully, but these errors were encountered: