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@wanhongqing123
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Description

Put d3d11 and d3d12 common functions together.

Motivation and Context

I am currently writing the implementation of D3D12. During this process, I found that there are many functions that are needed by both D3D11 and D3D12, so I summarized these functions together.

How Has This Been Tested?

I have tested in my compute.

Types of changes

  • Code cleanup (non-breaking change which makes code smaller or more readable)

Checklist:

  • My code has been run through clang-format.
  • I have read the contributing document.
  • My code is not on the master branch.
  • The code has been tested.
  • All commit messages are properly formatted and commits squashed where appropriate.
  • I have included updates to all appropriate documentation.

@wanhongqing123 wanhongqing123 force-pushed the master-d3d11-util branch 4 times, most recently from 3dee991 to c361d72 Compare October 10, 2025 07:27
@WizardCM WizardCM added Code Cleanup Non-breaking change which makes code smaller or more readable Windows Affects Windows labels Oct 16, 2025
@PatTheMav
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While I think that it makes sense to share generic D3D code between a DirectX11 and DirectX12 renderer, I don't see much value in splitting those off without the new renderer in place.

The change should be coupled with a PR for the new renderer and the shared functionality should probably be placed in the shared directory as either a header-only or object library (so that both renderers can pull the functionality from the same place).

Until that new renderer is ready for production and reviewable, I don't see much benefit in merging it before that.

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Code Cleanup Non-breaking change which makes code smaller or more readable Windows Affects Windows

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3 participants