Originally Posted by WannaBeOCer
They released the D3D12 API for Linux. Not just for WSL, it means developers can make DX12 titles for Linux.
No, no it doesn't. The only way to run this is through WSL, and even then it cannot render onscreen.
There is a single usecase for this: WSL2 developer who wants to run machine learning on his GPU. The developer is working on his laptop, which is running Windows and that laptop has a single GPU that Windows is using. Since the GPU is being used by Windows, we can't assign it directly to the Linux guest, but instead we can use GPU Partitioning to give the guest access to the GPU. This means that the guest needs to be able to "speak" DX12, which is why we pulled DX12 into Linux.
This does literally nothing for Linux, and is just a way to get Linux users to run ML and compute work in WSL. This is a proprietary patch made up of two closed-source blobs that only run on WSL.
Bringing DirectX to the Linux kernel is a giant minefield of patent and proprietary bombs. DirectX isn't even a GPU driver, so I think the chances of this landing in drm are just about zero. DirectX isn't a driver it's an API, and I'd rather support Vulkan. They can say whatever they want in their "Microsoft ♥ Linux" blog posts, but what they want is Linux running on
Windows. This just further fragments the ecosystem, and encourages developers to develop code that only runs on WSL using their closed-source blobs, with the "benefit" of the Linux kernel maintainers having to pick up the maintenance burden. If Microsoft is so in love with their closed source code for DirectX, then they can maintain an out of tree patch for their users.