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.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.Improve enhanced barrier validation for raytracing acceleration data structures.Fix enhanced barrier SYNC_DRAW being incompatible with ACCESS_RENDER_TARGET.Legacy transitions into/out-of UAV state includes: D3D12_BARRIER_SYNC_BUILD_RAYTRACING_ACCELERATION_STRUCTURE D3D12_BARRIER_SYNC_EMIT_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO D3D12_BARRIER_SYNC_COPY_RAYTRACING_ACCELERATION_STRUCTURE This only applies to buffer barriers.Make pContext mutable in ID3D12InfoQueue1::RegisterMessageCallback.Fix std::bad_optional_access exception in D3D12SDKLayers and fixup partially promoted state.Fix crash in D3D12SDKLayers creating resource with initial enhanced layout when legacy state validation forced on.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.