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vlj

Vulkan Vulkan and uwp?

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I'm writing a small framework based on dx12 and Vulkan to ease some low level detail when testing rendering technics.
Since I don't want to spend a lot of time on UI and thus I'm embedding dx12 code in an uwp app with xaml UI.
I use a swapChainPanel that allows to composite a d3d12 swapchain surface and xaml control.

Since Swapchainpanel only exposes a dxgi surface is there a (likely hackish) way to wrap a dxgi swap chain in a way that could be used by Vulkan present extension? I'm guessing it's rather unknow territory here but it's possible to share d3d surface with opencl and there is the whole d3d11on12 infrastructure (which is again only exposing com object).

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Different vendors will probably support an extension to do that at some point (IIRC, there's something like that for GL on NVidia drivers)... but no cross-vendor way.

 

The whole point of UWP is that your app can run on Desktop / WinPhone / Xbox / etc, so UWP is going to make it hard-to-impossible to use any tech that's not portable between those platforms :P

 

It's possible to use XAML GUI's without also using UWP though, isn't it?

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It's possible to use Xaml with C# since it's both a .Net and WinRT component. However as far as I know it's not available for Win32 application.

Visual Studio 2015 provides template for C++ app  that uses Xaml declaration and a template for C# and WPF. In theory it should be possible to write C++/CLI app that consumes xaml UI but it seems discouraged by Microsoft given the lack of resource/IDE support.

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I went the other way, I throwed UWP code and wrapped my code in a C# app. It works as good as a nested Hwnd window can in a Xaml environment ie with
airspace problem.

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