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Add D3D12SDK class to manage choosing and configuring the SDK #7879
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47c93e7
wip - proof of concept
damyanp 6b3b30b
Hook up ID3D12DeviceFactory-style
damyanp 90810ef
lit.cfg passes agility_sdk as a path through to the taef test
damyanp f500294
chore: autopublish 2025-11-07T05:31:15Z
github-actions[bot] 31c4aaa
Fixup LongVectors.cpp
damyanp e96bb07
Use d3d12.h from DirectX-Headers rather than whatever happens to be i…
damyanp 498bced
Revert "Use d3d12.h from DirectX-Headers rather than whatever happens…
damyanp 0d75a3c
Work with older SDKs
damyanp 42886f8
Formatting
damyanp 6455934
Revert "Formatting"
damyanp bb9a842
Revert "Work with older SDKs"
damyanp 84720e3
Set WINSDK_MIN_VERSION to supported version
damyanp ed1764a
Merge branch 'main' into agility2
damyanp 7151c91
Merge branch 'main' of https://github.com/damyanp/DirectXShaderCompil…
damyanp 980909d
Docs
damyanp a82a6e0
Remove dead code
damyanp f40b3fd
use warnings rather than errors for non-fatal logging messages
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1 +1 @@ | ||
| Checks: '-*,clang-diagnostic-*,llvm-*,misc-*' | ||
| Checks: '-*,clang-diagnostic-*,llvm-*,misc-*,-misc-use-anonymous-namespace' |
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Change my view: in the original version of this, enableExperimentalMode will always return S_FALSE and not actually do anything.
Note that InitializeOpTests is called from that GUI thing that's a bit like godbolt, so there won't be any taef runtime params to look at. As far as I can tell,
_FORCE_EXPERIMENTAL_SHADERSis never defined.