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Hello,
It seems that Direct3D11 isn't getting the bug fixes and new features that OpenGL is, like Blending Unit support. Is there a technical reason for this or is it down to a lack of manpower to implement it?
I noticed that Akash made an update to Direct3D in the latest Git build. Does he have any expertise in Direct3D11?
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The issue is we have no real D3D11 devs on the team to do it, plus I'm not sure how technically possible it is (but again, not a D3D dev). Some changes have been ported over from OpenGL, but not all of them.
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08-28-2017, 10:37 AM
(This post was last modified: 08-28-2017, 10:38 AM by gregory.)
The answer of Blending Unit support is quite easy. D3D11 doesn't support the equivalent OpenGL feature.
Main reason that D3D doesn't receive fix are
1/ I did all my contribution from Linux
2/ OpenGL works on all platform/GPU (so why bother with D3D)
3/ IMHO, having 2 accurates (slower) renderer will be useless. People have choice between pure speed (D3D), better accuracy (OpenGL). (Note: it doesn't mean that OpenGL is slower D3D, but that additional emulation will make it effectively slower).
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(08-28-2017, 10:37 AM)gregory Wrote: The answer of Blending Unit support is quite easy. D3D11 doesn't support the equivalent OpenGL feature.
what is that extension? and how does it work? got a blog post about it? it should actually work on both. it's the same hardware. sure thing, it will not work i it's not specified in d3d. is it just a lucky by-product of the hardware?
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It's not PCSX2's responsibility to support a locked down API because driver manufacturers have unoptimized drivers.