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WPF is relatively old tech, built in 2006 on top of DirectX 9.0c and unfortunately stayed that way ever since. Probably that’s why the bug in the GPU drivers we
by Const-me 5y ago
WPF is relatively old tech, built in 2006 on top of DirectX 9.0c and unfortunately stayed that way ever since. Probably that’s why the bug in the GPU drivers went unnoticed.
In my experience, in modern world the newer ones like D3D11 and 12 are generally more reliable.
If I would be managing the relevant division at Microsoft, I would consider deprecating D3D9 support in drivers and kernel, instead rewrite d3d9.dll to emulate the API in user mode on top of D3D12.
Microsoft already did similar trick long ago for OpenGL. Starting with Windows Vista they were emulating GL (albeit very old version of GL) on top of DirectX kernel infrastructure, unless the GPU vendor shipped their own implementation of a newer version of GL.
More recently, third-party developers have re-implemented Direct3D 9 on top of Vulkan (which is very comparable to Direct3D 12 feature wise), the results seem good: https://www.reddit.com/r/pcgaming/comments/hirdfp/dxvk_is_amazing_on_windows/ https://www.reddit.com/r/pcgaming/comments/hirdfp/dxvk_is_am...
- qwerty456127 5y ago> rewrite d3d9.dll to emulate the API in user mode on top of D3D12. There seem to be such a project actually, just released to open source: https://github.com/microsoft/D3D9On12 https://github.com/microsoft/D3D9On12 https://devblogs.microsoft.com/directx/open-sourcing-direct3d-9-on-12-and-the-release-of-the-dxbc-signer-nuget-package/ https://devblogs.microsoft.com/directx/open-sourcing-direct3... But it seems you have to actively enable it in the development time, the OS won't just silently do this on itself and I doubt Microsoft or anybody else is going to update their software to do so.