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Add Windows ARM64 plugin install locations with rationale #192
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On reflection, I think the search logic should be reversed. We don't yet know if developers will find limitations or performance degradation using the Arm64X wrapper, so it makes sense to search the native location first. |
Good point. It does make sense to look in the "most native" folder first. I'll make that update. |
Done. |
Fixes #160, which see. Signed-off-by: Gary Oberbrunner <[email protected]>
Signed-off-by: Gary Oberbrunner <[email protected]>
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@john-paulsmith @revisionfx Is this all set to go now? I know it doesn't have cross-built examples/libs yet, that would be a separate PR. |
ArmX64 is just a bundle of x64 and arm64 - it should not affect performance. However for some reason MS did not do like Apple and have a bundle that works also on x64. |
Yes, but the question at hand is: is the spec change in this PR correct and complete and ready to merge, or does it need to be tweaked? |
I dunno because on Windows Mixing Arm64 and Arm64EC binaries in the same process is not supported - is Resolve Arm64EC? |
What would you like me to change, if anything?
Windows Architectures As of 2024, Windows supports Arm64 CPUs. It uses two distinct ABIs, Windows also supports an Arm64X "fat" binary PE format which Search Order: Since apps built natively for Arm64 ("Arm64" abi) Note that there is no "fat binary" format on Windows that contains |
I can confirm that Resolve WIndows Arm is EC (just downloaded). WIll try this week what happens if we download our AMD64 plugins on that machine :) Meaning we will likely at some point need to have two distinct builds anyway on Windows Arm. Arggh! |
I just checked for fun, our AMD64 plugins already load fine on Resolve ARM built, except for GPU mode. That I need to check as it's a yet unknow GPU string likely. Resolve runs on OpenCL. |
Fixes #160, which see.