On Thu, 5 Nov 2026 14:33:48 GMT, Christopher Schnick <[email protected]> 
wrote:

>> ## Description
>> 
>> This PR is for review and integration of Direct3D 12 Rendering Pipeline into 
>> JavaFX mainline. We released three Early Access (EA) versions of this 
>> implementation while keeping the development ongoing on [JavaFX 
>> Sandbox](https://github.com/openjdk/jfx-sandbox/tree/direct3d12) and reached 
>> a stage where it is ready to be integrated into mainline. Any further work 
>> and potential fixes will be done on mainline.
>> 
>> At the time of writing, this PR is identical to the [JavaFX Sandbox D3D12 
>> branch](https://github.com/openjdk/jfx-sandbox/tree/direct3d12) with only 
>> one difference - the Sandbox defaults to D3D12 backend. This PR, however, 
>> does *NOT* change the default rendering pipeline on Windows. D3D9 remains 
>> the default rendering pipeline and D3D12 is optional - it can be selected by 
>> providing `-Dprism.order=d3d12`. To verify which pipeline is actually in use 
>> `-Dprism.verbose=true` is recommended.
>> 
>> ## Details
>> 
>> Below are general changes introduced by the backend:
>> 
>> ### JSL changes
>> 
>> - Introduced `HLSL6Backend` class which translates JSL shader code into 
>> HLSL6 code. D3D12 introduced HLSL Shader Level 6 support and won't support 
>> existing HLSL shaders used with D3D9, as those are compiled for unsupported 
>> Shader Level 3.
>> - D3D12-specific shaders are kept in 
>> `modules/javafx.graphics/src/main/native-prism-d3d12/hlsl6`
>> - Shader compilation is done with DXC instead of FXC (FXC does not support 
>> SL6). DXC is bundled in Windows SDK which JavaFX already integrates with.
>> - Backend also generates C++ headers with Shader resource binding 
>> information, used by the native-side
>> 
>> ### Build changes
>> 
>> - Added new build tasks for generation and compilation of HLSL6 shaders for 
>> D3D12
>> - Added tasks to compile D3D12 native backend code
>> 
>> ### Prism changes
>> 
>> - Added D3D12-specific Java classes (package `com.sun.prism.d3d12`) and a 
>> Java-to-JNI layer (package `com.sun.prism.d3d12.ni`)
>>   - Java implementation is mostly similar to D3D9 implementation, with only 
>> some minor changes needed to accommodate slightly different presentation 
>> behavior of the new runtime
>>   - JNI interface is relatively high level to reduce the amount of JNI calls 
>> for performance
>> - Added a native Prism backend implementation using D3D12 runtime (stored in 
>> `modules/javafx.graphics/src/main/native-prism-d3d12`)
>>   - Written in C++ 20
>>   - Uses only interfaces available via Windows API with no third-party 
>> libraries - WinAPI, Windows COM interface system and "bare...
>
> Ok yeah that makes sense. Looking at D3D12NI_DEV_RET_IF_FAILED, what happens 
> if the code is e.g. `DXGI_ERROR_DEVICE_RESET` instead of 
> `DXGI_ERROR_DEVICE_REMOVED`? I think there are several more potential codes 
> that the macro does not check at the moment

> @crschnick Since D3D10 losing the graphics device is considered a much more 
> fatal and non-regular scenario than in was in D3D9. In 9 you had to actually 
> handle it in "standard" situations - switching windowed to fullscreen for 
> example would trigger it, I think also changing Stage dimensions or 
> minimizing/restoring the app could trigger it, then you would have to 
> recreate the Device and used resources. D3D9 backend in JavaFX was built to 
> handle scenarios like these, hence it has much more robust resource tracking 
> on Java-side. In D3D12 losing the device (or as 12 calls it, having your 
> device removed) is a tragic should-not-ever-happen situation and only comes 
> up if there is some sort of API use error on implementation side. In other 
> words, when everything is properly executed and bug-free in D3D12 there 
> should never be a lost/removed device that we would have to manage.

I'm not sure I agree with this reasoning. A device reset can happen due to a 
driver update (which is a completely normal thing) or due to a device timeout 
caused by another application. In both cases, a graceful recovery path is 
better than breaking the JavaFX application permanently until it is restarted.

-------------

PR Comment: https://git.openjdk.org/jfx/pull/2346#issuecomment-6661598189

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