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Report live objects when encountering device removed from a kernel memory failure.įix for an intermittent crash in runtime for apps doing multithreaded creation of raytracing state objects. Fixes a bug causing promoted COPY_DEST to not decay back to COMMON. Fixes false debug validation output resulting from depth slice state being confused with depth slice state. Fixes a crash using GBV with shader patch mode TRACKING_ONLY. Negative height viewports flip y-axis intepretation. Delayed input layout and vertex buffer alignment validation. Support for copying between different dimensions of textures. Fix crash in ResolveQueryData due to race condition.
Fix deadlock in debug layer while validating placed resource virtual addresses.Fix false Object Deleted While Still in Use errors from debug layer.Fixes bug in GBV to skip bounds checks on static descriptors already bounds-checked on the CPU timeline.Dynamic Pipeline State: Depth Bias, IB Strip Cutįixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022.Independent Front/Back Stencil Refs and Masks.
Fixes bug preventing enhanced barriers enablement. Add missing string conversion for D3D_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW. Fix incorrect Enhanced Barriers sync/access validation. Address incorrect Enhanced Barriers simultaneous-access validation. Fixed state corruption causing incorrect programmable sample positions validation during ExecuteCommandList. Fixes a regression introduced in 1.608.0 where the stencil mask could get cleared when specifying it in a way that only affected the back-facing geometry. And a handful of even more minor features. Sample-frequency pixel shaders with no RTV/DSV. Several minor features for improved compatibility with Vulkan.
Updated RenderPass support for tile based rendering GPUs.The global barrier guarantees a cache flush, which is needed when aliased resources share memory but do not share the same VA space. Use a global barrier rather than a buffer or texture barrier when translating non-null aliasing barriers.Full cache flush supporting aliasing barrier on stencil resources.Fix some aliasing barrier regressions on drivers supporting enhanced barriers.See here for more info about this preview release Visit the DirectX Landing Page for more resources for DirectX developers. We also have a Getting Started Guide with detailed info for developers who want to integrate Agility SDK support into their engine. Welcome to the DirectX 12 Agility SDK landing page where you’ll find links to Agility SDKs and other helpful info.Ĭheck out our Announcement blog and Game Stack Live talk.