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.
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