

For more on this release, see hereįixes a debug layer issue where some ResourceBarrier calls transitioning DEPTH_READ to DEPTH_WRITE were droppedĭirectX 12 Ultimate, see here for samples 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.


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.
