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Provide .winmd
(win32metadata) files for the Agility SDK
#79
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This sounds like goodness. I'm on-board as long as the maintenance cost isn't too high, and we can get instructions for how to set it up. @mikebattista, sounds like you might be the person we need to work with to set this up? We can follow up internally if you prefer. |
@jenatali if at all possible I think it'd be great to integrate this with GitHub actions, so that you can essentially let the CI generate these without setting up any local environment, and it'd be accessible for anyone with push rights (also in forks) for convenience. These can also upload artifacts right to a release afaik. Fwiw supposedly @riverar is the one tasked with writing documentation for this, and the one who's the most likely to help us out. |
I can help get things moving, standby for PR. It will require others to verify the output and tweak (see churn on win32metadata to get an idea of what you're signing up for). |
This is resolved by microsoft/win32metadata#1445 - win32metadata is now able to be easily kept up to date with the latest Agility SDK releases. |
Thanks, closing. Curious to see how quickly https://github.com/microsoft/DirectX-Headers/releases/tag/v1.610.0, which landed an hour ago, makes it into |
In order to bind the most recent D3D12 Agility SDK in languages other than C, such as Rust,
.winmd
metadata files need to be generated forwindows-rs
to generate proper bindings. According to @mikebattista all the tooling exists and the repo just needs to build/provide them (I think based on.idl
or.h
files in this repo, by generating and publishing them as part of a GitHub release or inside the NuGet header package?): microsoft/win32metadata#580 (comment)The text was updated successfully, but these errors were encountered: