@bun-win32/d3d12
v1.0.1
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Zero-dependency, zero-overhead Win32 D3D12 bindings for Bun (FFI) on Windows.
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@bun-win32/d3d12
Zero-dependency, zero-overhead Win32 D3D12 bindings for Bun on Windows.
Overview
@bun-win32/d3d12 exposes the d3d12.dll exports using Bun's FFI. It provides a single class, D3d12, which lazily binds native symbols on first use. You can optionally preload a subset or all symbols up-front via Preload().
The bindings are strongly typed for a smooth DX in TypeScript.
Features
- Bun-first ergonomics on Windows 10/11.
- Direct FFI to
d3d12.dll(Direct3D 12 device creation, debug-layer access, global interface retrieval, and root-signature serialize/deserialize). - In-source docs in
structs/D3d12.tswith links to Microsoft Docs. - Lazy binding on first call; optional eager preload (
D3d12.Preload()). - No wrapper overhead; calls map 1:1 to native APIs.
- Strongly-typed Win32 aliases (see
types/D3d12.ts).
Requirements
- Bun runtime
- Windows 10 or later
Installation
bun add @bun-win32/d3d12Quick Start
import D3d12, { D3D_FEATURE_LEVEL } from '@bun-win32/d3d12';
// IID_ID3D12Device {189819f1-1db6-4b57-be54-1821339b85f7}
const iidDevice = Buffer.alloc(16);
iidDevice.writeUInt32LE(0x189819f1, 0);
iidDevice.writeUInt16LE(0x1db6, 4);
iidDevice.writeUInt16LE(0x4b57, 6);
Buffer.from([0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7]).copy(iidDevice, 8);
// Pass NULL for ppDevice to test support without creating the device:
// S_OK / S_FALSE means a D3D12-capable adapter exists at this feature level.
const hr = D3d12.D3D12CreateDevice(null, D3D_FEATURE_LEVEL.D3D_FEATURE_LEVEL_11_0, iidDevice.ptr, null);
if (hr === 0 || hr === 1) {
console.log('D3D12 supported at feature level 11_0');
}
// Allocate an 8-byte slot and pass its .ptr to actually receive the device,
// then drive ID3D12Device via its COM vtable and call Release when done.
const ppDevice = Buffer.alloc(8);
const created = D3d12.D3D12CreateDevice(null, D3D_FEATURE_LEVEL.D3D_FEATURE_LEVEL_11_0, iidDevice.ptr, ppDevice.ptr);
if (created === 0) {
const deviceAddress = ppDevice.readBigUInt64LE(0);
console.log(`ID3D12Device @ 0x${deviceAddress.toString(16)}`);
}[!NOTE] AI agents: see
AI.mdfor the package binding contract and source-navigation guidance. It explains how to use the package without scanning the entire implementation.
Examples
Run the included examples:
# Thorough flat-FFI diagnostic: feature-level ladder, debug/SDK interfaces,
# and root-signature serialize -> deserialize round-trips
bun run example:d3d12-device-probe
# Creative: create a real ID3D12Device and x-ray its hidden capability
# matrix (ray tracing, mesh shaders, wave ops, ...) via CheckFeatureSupport
bun run example:d3d12-capability-xrayNotes
- Either rely on lazy binding or call
D3d12.Preload(). - Windows only. Bun runtime required.
