D3D12 Rendering Backend
Replaces OpenGL/Vulkan with a native C++ D3D12 rendering backend by implementing Mojang's official GpuBackend / GpuDeviceBackend interface. Zero custom render loops — fully takes over the official Minecraft rendering pipeline.
RenderSystem rewrite, relies on Minecraft's official rendering engineconfig/gl4dx12.properties| Issue | Status |
|---|---|
| done World rendering black screen | level=null root cause identified and fixed, terrain/chunks/entities now render |
| done NDC Y-flip | GUI atlas and character rendering inverted — fixed |
| done Lightmap V-flip | Daytime terrain brightness issue fixed |
| done CS_OWNDC window compatibility | Swapchain creation failure on certain Windows window classes fixed |
| done Descriptor misalignment | SRV written to currently active heap (cross-frame residue causing black screen) |
| done Depth testing | Reverse-Z comparison function fixed + pre-clear removed |
| Variable | Description |
|---|---|
DX12_LOG_VERBOSE=1 |
Enable verbose logging, also writes to %TEMP%\dx12-native.log |
DX12_DIAG_GREEN=1 |
Green-shader diagnostic (verify pipeline compilation) |
DX12_DBG_DISABLE_DEPTH=1 |
Force-disable depth testing (debug depth config issues) |
MIT License
Credit: 爱睡觉的白洲梓 / xiaozi Graphics Development Team