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Copy file name to clipboardExpand all lines: CHANGELOG.md
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### Major Changes
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#### Builtin Support for DirectComposition/DXGI swapchains in DX12
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#### Builtin Support for DXGI swapchains on top of of DirectComposition Visuals in DX12
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By selecting DirectComposition, the compositor cannot optimize your Swapchain as much, but you can support transparent windows.
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By enabling DirectComposition support, the dx12 backend can now support transparent windows.
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This creates a single `IDCompositionVisual` over the entire window that is used by the `Surface`. If a user wants to manage the composition tree themselves, they should create their own device and composition, and pass the relevant visual down into `wgpu` via `IDCompositionTarget::CompositionVisual` or `IDCompositionTarget::SurfaceHandle`.
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This creates a single `IDCompositionVisual` over the entire window that is used by the mf`Surface`. If a user wants to manage the composition tree themselves, they should create their own device and composition, and pass the relevant visual down into `wgpu` via `SurfaceTargetUnsafe::CompositionVisual`.
Copy file name to clipboardExpand all lines: wgpu-types/src/instance.rs
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pubenumDx12SwapchainKind{
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/// Use a DXGI swapchain made directly from the window's HWND.
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///
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/// This supports fullscreen optimization, making borderless windows just as efficient as exclusive fullscreen. It does not support transparent windows.
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/// This does not support transparency but has better support from developer tooling from RenderDoc.
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#[default]
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Dxgi,
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/// Use a DXGI swapchain made from a DirectComposition visual made from the window.
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DxgiFromHwnd,
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/// Use a DXGI swapchain made from a DirectComposition visual made automatically from the window's HWND.
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///
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/// This supports transparent windows, but does not support fullscreen optimization.
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DirectComposition,
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/// This creates a single [`IDCompositionVisual`] over the entire window that is used by the `Surface`.
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/// If a user wants to manage the composition tree themselves, they should create their own device and
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/// composition, and pass the relevant visual down via [`SurfaceTargetUnsafe::CompositionVisual`][CV].
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///
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/// This supports transparent windows, but does not have support from RenderDoc.
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