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1# DirectX 12 Agility SDK Redistributable NuGet Package
2
3This package contains a copy of the DirectX 12 Agility SDK redistributable runtime and its associated development headers.
4
5For help getting started and other information for the Agility SDK, please see:
6
7https://aka.ms/directx12agility
8
9The included licenses apply to the following files:
10
11- **LICENSE.txt** : applies to all files under `build/native/bin/`
12- **LICENSE-CODE.txt** : applies to all files under `build/native/include/`
13
14## Changelog
15
16### Version 1.618.4:
17
18- Fix for broken behavior when using AddToStateObject and driver is newer than those that existed during 1.618 initial release (i.e. must be DDI version 119+)
19
20- Debug layer validation fix: Simultaneous access texture with common layout supports render target access; Skip layout validation when undefined layout is used as both before and after layouts.
21
22### Version 1.618.3:
23- Runtime regression fix: Creating resources in state D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE with custom heap properties validated L0 and L1 in backwards order. Apps hitting this incorrect stricter validation even if they didn't use new AgilitySDK just by using PIX which uses latest SDK, hence it looks like PIX regressed. At least one developer also hit this bug directly.
24
25- Debug layer validation regression fix (no runtime impact): New compute and work graph dispatch grid size validation incorrectly validated against the mesh shader's 2^22 limit everywhere. Compute dispatch has no spec limit, and the limit for work graphs is 2^24-1 groups.
26
27- Fixes an issue where, only with the debug layer enabled, recording ProcessFrames command in ID3D12VideoCommandList fails in the Close() method with E_INVALIDARG
28
29### Version 1.618.2:
30- Correctly enable SODB capture for advanced shader delivery
31- Add ID3D12StateObjectDatabase for programmatic SODB generation
32- Add D3D12StateObjectCompiler 'merge' command
33
34### Version 1.618.1:
35- StateObjectCompiler binaries added to the AgilitySDK NuGet
36
37### Version 1.618.0:
38_Golden Ratio edition_
39
40- Advanced Shader Delivery
41- Application Specific Driver States
42- Video features
43 - D3D12_Video_Encoding_HEVC_ReferenceListExtension
44 - D3D12_Video_Encoding_LowerResolution_2Pass
45 - PSNR stats added to: D3D12_Video_Encoding_Stats_Metadata
46 - D3D12 Video encode subregion
47 - D3D12 Video encode output stats (per block QP, per block SATD, per block bit allocation)
48 - D3D12 Video encode GPU texture input QP map
49 - D3D12 Video encode GPU texture/CPU buffer Dirty maps/rects
50 - D3D12 Video encode GPU texture/CPU buffer motion vector hints
51 - D3D12 Video Encode Spatial Adaptive Rate Control Quantization
52- Recreate at GPUVA
53- Tight Alignment
54
55
56### Version 1.717.1:
57
58- Debug Layer fixes:
59 - Enhanced Barrier placed resource validation fix for false errors
60 - For D3D12_BARRIER_SUBRESOURCE_RANGE, the Debug Layer was not handling the NumMipLevels=0 special case (treat IndexOrFirstMipLevel as a subresource index)
61 - Debug Layer updated to notice that RD/DS initialization can be accomplished by RenderPass Clear/Discard
62 - GPU based validation (GBV) fix:
63 - Fix for incorrect texture state/layout validation in cases where GBV needed to insert LOD calculation
64
65### Version 1.616.1:
66
67- Runtime fix: D3D12EnableExperimentalFeatures() was allowing D3D12ExperimentalShaderModels
68 - This made it look like Shader Model 6.9 could work even though it's only supported in the 1.717.x preview
69 - Now asking for D3D12ExperimentalShaderModels returns E_NOINTERFACE.
70- Debug Layer fixes:
71 - Enhanced Barrier placed resource validation fix for false errors
72 - For D3D12_BARRIER_SUBRESOURCE_RANGE, the Debug Layer was not handling the NumMipLevels=0 special case (treat IndexOrFirstMipLevel as a subresource index)
73 - Debug Layer updated to notice that RD/DS initialization can be accomplished by RenderPass Clear/Discard
74- GPU based validation (GBV):
75 - Fix for incorrect texture state/layout validation in cases where GBV needed to insert LOD calculation
76
77### Version 1.717.0
78- Everything in 1.616.0 plus:
79- Shader Model 6.9 preview, adding:
80 - Cooperative Vectors
81 - Shader Execution Reordering
82 - Support for RayQuery using Opacity Micromaps
83 - Normal TraceRay doens't require SM 6.9, so the 1.616.0 release works for it
84- D3D Video Encoding updates
85
86In this preview, mesh nodes is disabled, but could return in a future preview and/or retail release.
87
88### Version 1.616.0
89- Release Opacity Micromap support
90 - Just missing RayQuery+OMM suport that needs Shader Model 6.9 which is in the above preview
91- Tier 4 Tiled Resources
92
93### Version 1.716.1
94- Fix meta command validation
95- Add Raw UAV/SRV validation for tight aligned buffers
96- Fix a bug where AlignmentRestriction hint wasn’t being passed to drivers
97- Fix placed resource initialization validation bug related to plane validation
98- Fix a bug where GBV patching will crash when initializing if the caller didn’t request a debug info parser
99
100### Version 1.716.0
101- Application Specific Driver State
102- RecreateAt GPUVA
103- Runtime Bypass
104- Shader hash bypass
105- Tight Alignment of Resources
106- Multiple video features
107 - Encode subregion notifications
108 - Encode output stats
109 - Encode GPU texture input map
110 - Encode GPU texture/CPU buffer dirty maps/rects
111 - Encode GPU texture/CPU buffer motion vector hints
112
113In this preview, mesh nodes is disabled, but could return in a future preview and/or retail release.
114
115### Verision 1.615.0
116- Shader hash bypass officially supports applications opting to bypass shader hash validation
117
118### Version 1.715.0
119- Preview of mesh nodes in work graphs
120
121### Version 1.714.0
122- Preview release of DirectSR
123 - Supports both native and built-in Super Resolution techniques ("variants")
124
125### Version 1.614.0
126- Enabled R9G9B9E5_SHAREDEXP format for Render Target and Unordered Access Views
127
128### Version 1.613.3
129
130- Same as 1.613.2, with minor updates shown at the end of this list:
131- Work Graphs
132- Generic Programs in State objects
133- Shader Model 6.8
134 - Work Graphs support
135 - Start Vertex/Instance Location
136 - Wave Size Range
137 - Expanded Comparison Sampling
138- GPU Upload Heaps (requires preview or future OS, or current OS in developer mode)
139- Incrementing Constants in ExecuteIndirect
140- Minor updates for .3:
141 - Honor root signature associations added to export in collections when the export is imported into generic program in an executable state object.
142 - Propagate root signatures to exports that have bindings and no root signatures within the scope of a generic program, like what happens with PSOs.
143 - Other generic programs related bug fixes, additional validation and optimizations.
144 - For state objects, minor fixes to subobject association logic in edge cases involving collections to more precisely match spec wording.
145 - GPU Upload Heaps can now be used with a current OS in developer mode, in addition to preview and future OS that don't require developer mode.
146
147### Version 1.613.2
148
149- Same as 1.613.1, with minor updates shown at the end of this list:
150- Work Graphs
151- Generic Programs in State objects
152- Shader Model 6.8
153 - Work Graphs support
154 - Start Vertex/Instance Location
155 - Wave Size Range
156 - Expanded Comparison Sampling
157- GPU Upload Heaps (requires preview or future OS)
158- Incrementing Constants in ExecuteIndirect
159- Minor updates for .2:
160 - Close validation hole: Prevent use of features in incompatible state object types, such as defining generic program components (like rast state) in a raytracing pipeline.
161 - Debug layer fixes around lifetime management of program identifiers (e.g. the handles for the new generic programs)
162 - ExecuteIndirect validation was too strict: buffer size only needs to be big enough for the number of commands * stride, _minus the unused space at end of last command_
163
164### Version 1.613.1
165
166- Same as 1.613.0, with minor updates shown at the end of this list:
167- Work Graphs
168- Generic Programs in State objects
169- Shader Model 6.8
170 - Work Graphs support
171 - Start Vertex/Instance Location
172 - Wave Size Range
173 - Expanded Comparison Sampling
174- GPU Upload Heaps (requires preview or future OS)
175- Incrementing Constants in ExecuteIndirect
176- Minor updates for .1:
177 - In d3d12.h: missing const on input pointer members: D3D12_NODE_CPU_INPUT.pRecords and D3D12_MULTI_NODE_CPU_INPUT.pNodeInputs
178 - Debug layer validation fixes for D3D12_DISPATCH_MODE_MULTI_NODE_CPU_INPUT
179 - Some missing validation for generic programs (to line up with existing PSO path)
180 - Allow generic programs or work graphs only in executable state objects, not collections
181
182### Version 1.613.0
183
184- Work Graphs
185- Generic Programs in State objects
186- Shader Model 6.8
187 - Work Graphs support
188 - Start Vertex/Instance Location
189 - Wave Size Range
190 - Expanded Comparison Sampling
191- GPU Upload Heaps (requires preview or future OS)
192- Incrementing Constants in ExecuteIndirect
193
194### Version 1.611.1
195
196* Make pContext mutable in ID3D12InfoQueue1::RegisterMessageCallback.
197* Fix Linux build issue.
198* Legacy transitions into/out-of UAV state includes D3D12_BARRIER_SYNC_BUILD_RAYTRACING_ACCELERATION_STRUCTURE,
199 D3D12_BARRIER_SYNC_EMIT_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO and
200 D3D12_BARRIER_SYNC_COPY_RAYTRACING_ACCELERATION_STRUCTURE. This only applies to buffer barriers.
201* Fix enhanced barrier SYNC_DRAW being incompatible with ACCESS_RENDER_TARGET
202* Improve enhanced barrier validation for raytracing acceleration data structures
203
204### Version 1.611.0
205
206* Video AV1 Encode release
207
208### Version 1.610.3
209
210- Fix regression introduced in 1.608.0 as part of independent front/back stencil support.
211 If an app used the stencil mask in a way that only affected back facing geometry (even
212 using the old depth stencil desc that had just a single mask for front/back),
213 the D3D runtime would incorrectly set the stencil mask to 0 on certain drivers. Specifically
214 drivers older than the timeframe of the 1.608.0 release (Nov 2022).
215
216### Version 1.610.2
217
218- Minor fix for Non-Normalized Sampling: The 610 release had some stale logic
219 that left Non-Normalized Sampling in "prerelease" mode, so it appeared as not available.
220
221### Version 1.610.1
222
223- Minor fix for RenderPasses: The 610 release had some stale logic
224 that left RenderPasses in "prerelease" mode, so it appeared as not available.
225
226### Version 1.610.0
227
228- Updated RenderPass support for tile based rendering GPUs
229- Several minor features for improved compatibility with Vulkan
230 - Non-normalized sampling
231 - Mismatched render target dimensions
232 - Sample-frequency pixel shaders with no RTV/DSV
233 - And a handful of even more minor features.
234 - Fixes a regression introduced in 1.608.0 where the stencil mask could get cleared
235 when specifying it in a way that only affected the back-facing geometry
236
237### Version 1.608.3
238
239- Fixed state corruption causing incorrect programmable sample positions validation during ExecuteCommandList
240- Address incorrect Enhanced Barriers simultaneous-access validation
241- Fix incorrect Enhanced Barriers sync/access validation
242- Add missing string conversion for D3D12_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW
243
244### Version 1.608.0
245
246* Enhanced Barriers release
247* Independent front/back stencil refs and masks
248* Triangle fans
249* Dynamic depth bias and IB strip cut
250
251### Version 1.706.4 (preview)
252
253- Fixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022.
254
255### Version 1.606.4
256
257- Fixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022.
258
259### Version 1.706.3 (preview)
260
261- Enhanced Barriers Preview 2 with GBV support
262- Adds `ID3D12DebugCommandList3::AssertTextureLayout` and ` ID3D12DebugCommandQueue1::AssertResourceAccess` methods. 
263- Independent Front/Back Stencil Refs and Masks 
264- Triangle fans are back
265
266### Version 1.606.3
267
268New features:
269
270- Shader Model 6.7.
271- d3dconfig: settings import/export.
272- d3dconfig: option to allow application control over storage filters
273- DRED: 'markers only breadcrumbs' stores breadcrumbs only for PIX markers and events.
274
275Bug fixes:
276
277- Various debug layer stability fixes.
278
279### Version 1.602.0
280
281New features:
282
283- Relaxed buffer/texture copy alignment
284- Support for copying between different dimensions of textures
285- Delayed input layout and vertex buffer alignment validation
286- Negative height viewports flip y-axis intepretation
287- Alpha/InvAlpha blend factors
288
289Bugfixes
290
291- Fixes a crash using GBV with shader patch mode TRACKING_ONLY.
292- Fixes false debug validation output resulting from depth slice state being confused with stencil slice state.
293- Fixes a bug causing promoted COPY_DEST to not decay back to COMMON.
294- Report live objects when encountering device removed from a kernel memory failure.
295
296### Version 1.600.10
297
298Fixes threading bug (intermittent crash) in runtime for apps doing multithreaded creation of raytracing state objects.
299
300Ideally this fix would have been made in isolation on top of the previous SDK release. Unfortunately this was not possible due to build infrastructure changes - hopefully a one-time issue. What this means is that this SDK's runtime reflects the current state of the D3D12 codebase including code churn unrelated to the bug fix, such as support for preview features that are disabled here and exposed in a separate preview SDK branch. Even though preview features are disabled, the codebase is still different. So there is some risk of bugs/regressions that have not been noticed yet in internal testing. In particular there is a reasonable chance that the churn in the debug layer codebase might yield some debug validation issues, but there could be issues lurking in the runtime as well. If you report any issues you observe to us, we will try to address them with a follow-up SDK release.
301
302Whether you choose to use this bugfix release, with its extra code churn of no value to you, really boils down to how important the specific fix is to you (if at all), and perhaps how much capacity you have to do test this combination of runtime and your app.
303
304### Version 1.4.10
305
306Fixes a debug layer issue where some ResourceBarrier calls transitioning DEPTH_READ to DEPTH_WRITE were dropped
307
308### Version 1.4.9
309
310Contains support for DirectX 12 Ultimate and Shader Model 6.6 \ No newline at end of file