* Fix D3D12 debug crash due to validation layers SDK bug
* Change LONG to FARPROC to be technically correct
* Make requested changes:
Move windows version checking to function in bgfx.cpp
Change windowsVersionIs to also use this technique
Use bgfx code style
Specify dwOSVersionInfoSize prior to calling rtlGetVersion
* Merge both functions into one
Use bx::dlsym instead of GetProcAddress directly
Fix major & minor comparison logic
* Fix win10 version comment
* Revert rendererCreate check back to Win 0x0602
* Clean up logic as per suggestion
* Fix D3D12 VBV reading size
When `stream.m_startVertex` is not 0 we target a position past the start of the buffer, so `BufferLocation + SizeInBytes` will be past the end of the buffer, which the debug layer will complaining about.
With this fix we're only creating a view for the part of the buffer we actually need to access.
* Reordered buffer size calculation.
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Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
The new Google Pixel 8 device supports maxTextureSize of 65535. The current implementation sets this value to 0 and lets crash my app. With the cast to uint32t the app works correctly again.
Fix access violation in headless mode during bgfx::shutdown().
This pointer is usually set by the SwapChainPanel which doesn't exist
in headless mode.
Co-authored-by: Yanna Kang <yaka@microsoft.com>
* Allow simultaneous X11 and Wayland support
* Add NativeWindowHandleType
* Set default value for g_platformData.type
* Use g_platformData.type to check for a native Wayland window
* Stub getNativeWindowHandleType on platform where Wayland is not an option
* Implement getNativeWindowHandleType for GLFW
* Add getNativeWindowHandleType to the remaining C++ examples
* Add getNativeWindowHandleType to the C example