DirectStorage
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DirectStorage for Windows is an API that allows game developers to unlock the full potential of high speed NVMe drives for loading game assets.
I'd like to create queues with an explicit upload heap provided that I allocate and control. I understand I'll be giving up the heap and its entire VA space to...
A per-process one-size-fits-all might work for games on Xbox, but working on a high-end PC content creation tool this is just not working for me. 4K uncompressed textures (development build,...
fix a potential bug
When deploying apps and getting telemetry, it's critical to be able to "query the caps" of the DirectStorage queue and file once created. Are the telemetry numbers from a fast...
It seems that there's no way to WaitFor*() the completion of IO DSTORAGE_REQUEST_DESTINATION_MEMORY requests made on a queue with no D3D12 device. With DirectStorage being a simple, efficient way of...
I opened [the issue](https://github.com/microsoft/win32metadata/issues/836) that requests DirectStorage support on [win32metadata project](https://github.com/microsoft/win32metadata). The contributor said it is needed that DirectStorage team produce its metadata. I think it would be helpful to...
Please consider providing dstorage.h header in C compatible way. Whole Direct3D12 API can be accessed from C just fine as COM declarations are properly generated in Windows SDK. Please consider...
Both executables are missing windowsapp.lib for several WinRT functions referenced by the WinRT headers, and GDeflateDemo is also missing a reference to DXC, causing both to fail to link.
After cloning the repository and following the instructions to open the GDeflate directory as a local folder in Visual Studio 2022, the initial CMake configuration fails with this message: ```...
It's great to have `winmd` metadata available 🎉 but a few type annotations are missing. `IDStorageFactory::SetDebugFlags::flags` should be `DSTORAGE_DEBUG`. And `IDStorageQueue` has non-optional output pointers, that don't seem to be...