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D3D12 implementation, part 6
- #205
#205
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D3D12 implementation, part 6
#205
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Commits on Aug 20, 2026
feat(d3d12): add `ID3D12GraphicsCommandList2` stubs
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feat(d3d12): add `ID3D12Device3` stubs
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feat(winemetal): expose full texture copy command
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feat(d3d12): introduce `AllocateTempBuffer()` in command allocator
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feat(d3d12): implement copying single planar between depth-stencil textures
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feat(d3d12): implement simple copy between strictly-compatible textures
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feat(d3d12): implement `GetHeapProperties()` for texture resource
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feat(winemetal): expose `getBytes` for metal texture
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fix(d3d12): correct swapchain backbuffer resource descriptor
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feat(d3d12): implement `CreatePipelineState()`
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feat(d3d12): honor depth plane in clear encoder
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Commits on Aug 21, 2026
feat(d3d12): implement more edge cases of `CopyTextureRegion()`
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feat: add render target formats into PSO data
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feat(d3d12): handle invalid integer blending
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chore(d3d12): pass heap offset to placed resource factory functions
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