VersionSectionRiskImpactNote
6000.7.0b8Fixes
DX12
FixFixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
6000.7.0b8Fixes
DX12
FixFixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
6000.7.0b8Fixes
DX12
FixFixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
6000.7.0b8Fixes
DX12
FixFixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
6000.7.0b8Fixes
DX12
FixFixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
6000.7.0b8Fixes
DX12
FixFixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
6000.7.0b8Fixes
DX12
FixFixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
6000.7.0b8Fixes
DX12
FixFixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
6000.7.0b8Fixes
DX12
FixFixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
6000.7.0b8Fixes
DX12
FixFixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
7000.0.0a16Fixes
DX12
FixFixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
7000.0.0a16Fixes
DX12
FixFixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
7000.0.0a16Fixes
DX12
FixFixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
7000.0.0a16Fixes
DX12
FixFixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
7000.0.0a16Fixes
DX12
FixFixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
7000.0.0a12Fixes
DX12
FixFixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
7000.0.0a12Fixes
DX12
FixFixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
7000.0.0a12Fixes
DX12
FixFixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
7000.0.0a12Fixes
DX12
FixFixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
7000.0.0a12Fixes
DX12
FixFixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
7000.0.0a12Fixes
DX12
FixFixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
7000.0.0a12Fixes
DX12
FixFixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
7000.0.0a12Fixes
DX12
FixFixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
7000.0.0a12Fixes
DX12
FixFixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
7000.0.0a12Fixes
DX12
FixFixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.

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