Thanks Martin, this will allow me to work at least d3d12.h. I'll see about
getting started with that and slowly expand where I can.
On Sun, 08 Dec 2019 14:26:37 -0800 Martin Storsjö_
wrote
On Sun, 8 Dec 2019, Zach Bacon wrote:
> Aye, iirc wines effort for directx12 is
On Sun, 8 Dec 2019, Zach Bacon wrote:
Aye, iirc wines effort for directx12 is related to vulkan in the same
relative manner as dxvk if I recall correctly, so they aren't really
keeping that stuff in tree. And nightstrike, I know, hence why I asked my
question about where to start.
I don't
Aye, iirc wines effort for directx12 is related to vulkan in the same
relative manner as dxvk if I recall correctly, so they aren't really
keeping that stuff in tree. And nightstrike, I know, hence why I asked my
question about where to start.
On Sun., Dec. 8, 2019, 2:29 p.m. Biswapriyo Nath,
> Those are already present in Wine, we may just import it. See wine-import.sh.
wine-import.sh does not have any d3d12 headers or idl files.
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Hi Zach,
On 08/12/2019 16:17, Zach Bacon wrote:
At this moment I'm looking at possibly including new directx headers namely 12,
and I'm curious as to the process, would one begin with working on compatible
headers first or the idl files?
Those are already present in Wine, we may just
On Sun, Dec 8, 2019, 12:35 PM Biswapriyo Nath wrote:
> The files in Windows SDK are too big to add (but not impossible). I am also
> eager to do it but afraid of any copyright laws which may be applied for
> big chunk of copy-pasting code.
>
You can't copy and paste copyrighted code. You have
The files in Windows SDK are too big to add (but not impossible). I am also
eager to do it but afraid of any copyright laws which may be applied for
big chunk of copy-pasting code.
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At this moment I'm looking at possibly including new directx headers namely 12,
and I'm curious as to the process, would one begin with working on compatible
headers first or the idl files?
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