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D3D12 implementation, part 9
- #212
#212
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3Shain
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Sep 13, 2026
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D3D12 implementation, part 9
#212
3Shain
merged 18 commits into
main
3Shain/dxmt:main
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feat/d3d12-8
3Shain/dxmt:feat/d3d12-8
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Commits on Sep 9, 2026
feat(d3d12): implement `ClearState()`
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fix(d3d12): ensure write mask of rgb9e5 render target is `All` or `None`
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fix(d3d12): add missing stencil read mask when handling `D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1`
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feat(d3d12): implement dynamic depth stencil write state
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chore(d3d12): inline `EncodeVertexBuffers()`
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feat(dxmt): support buffer & texture allocation on heap
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feat(d3d12): implement placed resource
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refactor(d3d12): introduce RAII wrapper for airconv object handles
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feat(d3d12): handle spilled cpu heap in command allocator
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feat(airconv): add sample coverage output info in shader reflection
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feat(d3d12): handle alpha to coverage
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Commits on Sep 10, 2026
feat(airconv): handle texture queries on null descriptor
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feat(dxmt): introduce ClearRTV
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feat(d3d12): integrate ClearRTV into d3d12 command allocator
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feat(d3d12): implement `ClearRenderTargetView()` partial clear
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feat(d3d12): implement `ClearDepthStencilView()` partial clear
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fix(airconv): properly handle vectorized `firstbit_shi`
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refactor(dxmt, d3d11): integrate ClearRTV into d3d11 encoding context
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