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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-10-17 10:33:52 -0700
committerGitHub <noreply@github.com>2024-10-17 10:33:52 -0700
commitee11a45ab672c57ad98092e29a10d3aba4efb6c6 (patch)
tree41d9af569d7194a84b0910416ec973c29342f45c /external
parent2f7f48a00752b906d6a2d42cd1bb6fbf0cfeaad6 (diff)
Fix D3D12Core.dll loading problem (#5315)
D3D12Core.dll had been copied to a wrong directory and slang has been using D3D12Core.dll from the system directory, C:\windows\system32. D3D12Core.dll has to be copied from external/slang-binaries/bin/windows-x64 to build/Release/bin/D3D12 not to build/Release/bin. The same is true for the debug build and it had to be copied to build/Debug/bin/D3D12 not build/Debug/bin. It hasn't been a problem for Release build, because the debug-layer is not enabled for Release build and it didn't cause the version mismatching problem with D3D12SDKLayers.dll. The Release build was loaded from either build/Release/bin or from C:\windows\system32, and it didn't matter which one was used. The Debug build, however, got into a problem where D3D12Core.dll was loaded from the system directory whereas D3D12SDKLayers.dll was loaded from build/Debug/bin and it failed to load D3D12.dll entirely. This caused D3D12 to be "Not supported" for "Windows/Debug" configuration. Note that our CI explicitly excludes DX12 tests for the "Windows/Debug" configuration with a command-line argument "-api all-dx12", and DX12 tests were going to be ignored anyway. The actual problem was observed when WGPU is implemented. WGPU started printing explicit errors for the load failure of D3D12.dll. See more detailed explanation: https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/#d3d12sdkpath-should-not-be-the-same-directory-as-the-application-exe Closes #5305 Closes #5276
Diffstat (limited to 'external')
0 files changed, 0 insertions, 0 deletions