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Support for multi-adapter D3D + fix closing lid issue #30
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- separated device properties from dxglcontext - added check for device associated with monitor during render phase - framebuffer associated with device rather than context
@marcotod1410 - Let's try to get this in. What's our next step? does it work? |
- added fallback for point not matching any device
It works in single GPU scenario. Remaining TODOs:
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- renderer retains the handle of the current monitor and is updated periodically - in case it is not found before rendering, clear the context and wait for another valid monitor handle before rendering again
Unfortunately this PR has conflicts and I can't merge it like it is. I don't know this codebase well enough atm to feel like I want to fix this, if you have time to fix the conflicts that would be nice. Otherwise I'll do it sometime in the future. |
Have tested the code from marcotod1410:d3d-multiple-devices on a notebook with multipe graphics cards and an external screen (set as primary one). Tested it with the example project and still found few issues:
Have tried to solve them with some code adjusting:
So I could solve the first two issues in my special system setup, but the last one with the black content is still open. And I'am also interested in a solution for the GLWpfControl version 3 for .net framework. Tried the same approach but without any success. |
I think I'll tackle this either in #86 , or in a follow up PR. |
Moving this to |
Moving this to |
This didn't get into |
Addresses issue #22 .
Freely inspired from an official guide from WPF that addresses the issue.
TODO: