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Add DX11 to Source Engine #108

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howitfeelstobem opened this issue Aug 12, 2022 · 6 comments
Open

Add DX11 to Source Engine #108

howitfeelstobem opened this issue Aug 12, 2022 · 6 comments
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enhancement New feature or request windows

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@howitfeelstobem
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howitfeelstobem commented Aug 12, 2022

Would be good to see if it's possible to add DX11, because it has better perfomance, and has lots of benefits in making of shaders. I know it would take a lot of time, so good luck. It worths to try.

@nillerusr nillerusr added enhancement New feature or request windows labels Aug 14, 2022
@EnderZip
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EnderZip commented Oct 4, 2022

Dx11 succ, do vulkan instead

@LegendaryGuard
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LegendaryGuard commented Nov 9, 2022

Not sure to add DX11. There should be a better alternative of graphical libraries for Windows. About DirectX, there have been some issues like this: #132

@EnderZip
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Dx11 is the easiest and most compatible api with the source engine, dx11 is the only way. Vulkan is too much work, and opengl is a downgrade

@MakeSureDudeDies
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Vulkan is better, and is on every GPU so yeah, Vulkan > DX11

@EnderZip
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You could just port source to dx11 then use a vulkan translation layer (dxvk)

@er2off
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er2off commented May 20, 2023

After trying to port engine for Windows ARM 32 (RT and leaked 15035 build) I agree that we need DX11 or at least DX10.

It seems like DX9 does not support shader runtime compilation without D3DX
(D3DX is deprecated since Windows 8 and does not distributes in ARM Windows SDK)

Upd: Source Engine doesn't support dynamic shader compilation and actually D3DX can be replaced with DirectXMath or ToGL math functions.

Fortunately, D3DCompile supports DX10 or newer, but DX10 backend was not finished by Valve and uses files with DX9 API.

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