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Vulkan backend #3
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Maybe you can use dxvk to adapt the existing D3D12 code to Vulkan? |
We'd need to check whether vkd3d supports the DXR functionality as well, but it's not a bad idea for a start. |
This might be a good abstraction in the future to use for this. |
As of version 2.5, vkd3d supports DXR 1.0 (described as feature-complete) https://github.com/HansKristian-Work/vkd3d-proton/releases/tag/v2.5 |
Has anyone verified if it's compatible? I still think a native port would be better since there's really no hard reason to stick to D3D12 IMO, but I'd be interested to see if the existing work can run on it. |
It does not work. dxr in vk3d and proton is very experimental. I tried to do it by compiling it on a vm and then running it via wine in linux. It launched and did not spit out any errors but was on a black screen. Same thing with your rt64 test application. EDIT: also happens with a quake 2 rtx exe. But quake 2 rtx linux version runs fine. |
If you're interested in providing more feedback about that, there's this issue in vkd3d-proton where another user has attempted to run sm64rt. |
This will require significant work, but since it's already behind an abstraction layer, we could just create different objects for each type of RT64 structure with the implementation for Vulkan, since the code in the existing classes in pretty much 99% the D3D12 API.
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