Vortice.Windows v1.8.17 Release Notes
Release Date: 2020-10-01 // 5 months ago-
KEY CHANGES:
- [FIX] D3D11: ID3D11DeviceContext fix various calls and avoid usage of params that can lead memory allocation.
- [ENH] D3D11: ID3D11Device - Add feature check helper methods.
- [ENH] D3D11: ID3D11DeviceContext Add VS/HS/DS/GS/PS/CS UnsetConstantBuffer faster method and fix allocation in ID3D11CommandList.
- [FIX] DXGI: IDXGIDevice::GetAdapter is not property and not persisted, user need to manually Dispose the IDXGIAdapter (just like native code).
- [ENH] D3D11: D3D11CreateDevice takes also native IntPtr adapter.
- ๐ [ENH] Samples: Cleanup code and remove all leakages.
- [ENH] D3D12: Add more helpers from d3d12x and cleanup.
- ๐ [ENH] D3D12: D3D12CreateDevice allow direct native IDXGIAdapter handle and improve GetMaxSupportedFeatureLevel, IsSupported to accept native handle.
- [FIX] VorticePlatformDetection correct usage of GetVersionEx.
- [ENH] D3D12: D3D12_GPU_VIRTUAL_ADDRESS map to ulong
- [ENH] D3D12: More API and methods improvements.
- ๐ [ENH] Mapping: Map UINT64 to ulong instead of long, better keep close to native API.
Previous changes from v1.7.37
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KEY CHANGES:
- ๐ [ENH] DXGI: Expose types from windows.ui.xaml.media.dxinterop.h
- [FIX] WIC: Crash with IWICBitmapLock.GetDataPointer, correctly handle different types
- ๐ [FIX] D3D11: Fix OMSetRenderTargetsAndUnorderedAccessViews overloads and add KeepRenderTargetsAndDepthStencil and KeepUnorderedAccessViews support.
- [ENH] DXGI: Improvements in API usage for IDXGIObject and IDXGIDeviceSubObject.
- [ENH] D3D Legacy Compiler: Compile accepts byte[] as shader source.
- [FIX] D3D11: ID3DUserDefinedAnnotation::SetMarker don't map as property.
- ๐ [ENH] DXGI: Remove dependency from System.Collections.Immutable and make API calls close to native.
- [FIX] DXGI: Fix IDXGIDevice.CreateSurface methods overload.