DirectX 12 Agility SDK Downloads
Welcome to the DirectX 12 Agility SDK landing page where you’ll find links to Agility SDKs and other helpful info.
Check out our Announcement blog and Game Stack Live talk.
We also have a Getting Started Guide with detailed info for developers who want to integrate Agility SDK support into their engine.
Visit the DirectX Landing Page for more resources for DirectX developers.
Latest Agility SDK
SDK Package |
D3D12SDKVersion |
Release Date |
New features |
SDK 1.613.3 |
613 |
4/30/2024 |
Same as 1.613.2 with minor updates summarized at the bottom:
- Minor updates for .3:
- Honor root signature associations added to export in collections when the export is imported into generic program in an executable state object.
- Propagate root signatures to exports that have bindings and no root signatures within the scope of a generic program, like what happens with PSOs
- Other generic programs related bug fixes, additional validation and optimizations.
- For state objects, minor fixes to subobject association logic in edge cases involving collections to more precisely match spec wording.
See here for more info about the main release, 1.613. |
Latest Preview Agility SDK
SDK Package |
D3D12SDKVersion |
Release Date |
New features |
SDK 1.711.3-preview |
711 |
6/22/2023 |
Work Graphs (officially released in 1.613.0)
Wave Matrix
AV1 Encode (officially released in 1.611.1)
See here for more info about this preview release |
Older Agility SDKs
SDK 1.613.2 |
613 |
3/29/2024 |
Same as 1.613.1 with minor updates summarized at the bottom:
- Minor updates for .2:
- 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.
- Debug layer fixes around its lifetime management of program identifiers (e.g. the handles for the new generic programs)
- 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
See here for more info about the main release, 1.613. |
SDK Package |
D3D12SDKVersion |
Release Date |
New features |
SDK 1.613.1 |
613 |
3/19/2024 |
Same as 1.613.0 with minor updates summarized at the bottom:
- Minor updates for .1:
- In d3d12.h: missing const on input pointer members: D3D12_NODE_CPU_INPUT.pRecords and D3D12_MULTI_NODE_CPU_INPUT.pNodeInputs
- Debug layer validation fixes for D3D12_DISPATCH_MODE_MULTI_NODE_CPU_INPUT
- Some missing validation for generic programs (to line up with existing PSO path)
- Allow generic programs or work graphs only in executable state objects, not collections
See here for more info about the main release, 1.613. |
SDK 1.613.0 |
613 |
3/11/2024 |
See here for more info about this release |
SDK 1.611.2 |
611 |
11/16/2023 |
- Fix crash in D3D12SDKLayers creating resource with initial enhanced layout when legacy state validation forced on.
- Fix std::bad_optional_access exception in D3D12SDKLayers and fixup partially promoted state.
|
SDK 1.611.1 |
611 |
10/19/2023 |
- Added support for AV1 Encode
- Make pContext mutable in ID3D12InfoQueue1::RegisterMessageCallback.
- 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.
- Fix enhanced barrier SYNC_DRAW being incompatible with ACCESS_RENDER_TARGET
- Improve enhanced barrier validation for raytracing acceleration data structures
|
SDK 1.610.4 |
610 |
06/26/2023 |
- Fix some aliasing barrier regressions on drivers supporting enhanced barriers.
- Full cache flush supporting aliasing barrier on stencil resources
- Use a global barrier rather than a buffer or texture barrier when translating non-null aliasing barriers. The global barrier guarantees a cache flush, which is needed when aliased resources share memory but do not share the same VA space.
|
SDK 1.608.3 |
608 |
03/02/2023 |
Validation fixes:
- Fixed state corruption causing incorrect programmable sample positions validation during ExecuteCommandList
- Address incorrect Enhanced Barriers simultaneous-access validation
- Fix incorrect Enhanced Barriers sync/access validation
- Add missing string conversion for D3D_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW
|
SDK 1.608.2 |
608 |
01/03/2023 |
- Header build fix
- Fixes bug preventing enhanced barriers enablement
|
SDK 1.608.0 |
608 |
11/18/2022 |
Enhanced Barriers
New minor features:
- Independent Front/Back Stencil Refs and Masks
- Triangle fan
- Dynamic Pipeline State: Depth Bias, IB Strip Cut
See here for more information |
SDK 1.606.4 |
606 |
8/30/2022 |
Fixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022. |
SDK 1.606.3 |
606 |
7/14/2022 |
Shader Model 6.7
See here for more information |
SDK 1.602.4 |
602 |
6/21/2022 |
Bugfixes
- Fixes bug in GBV to skip bounds checks on static descriptors already bounds-checked on the CPU timeline
- Fix false Object Deleted While Still in Use errors from debug layer
- Fix deadlock in debug layer while validating placed resource virtual addresses
- Fix crash in ResolveQueryData due to race condition
|
SDK 1.602.0 |
602 |
4/27/2022 |
See blog post for more detail
New features:
- Relaxed buffer/texture copy alignment
- Support for copying between different dimensions of textures
- Delayed input layout and vertex buffer alignment validation
- Negative height viewports flip y-axis intepretation
- Alpha/InvAlpha blend factors
Bugfixes
- Fixes a crash using GBV with shader patch mode TRACKING_ONLY.Â
- Fixes false debug validation output resulting from depth slice state being confused with depth slice state.Â
- Fixes a bug causing promoted COPY_DEST to not decay back to COMMON.Â
- Report live objects when encountering device removed from a kernel memory failure. Â
|
SDK 1.600.10 |
600 |
12/9/2021 |
Fix for an intermittent crash in runtime for apps doing multithreaded creation of raytracing state objects. For more on this release, see here |
SDK 1.4.10 |
4 |
5/17/2021 |
Fixes a debug layer issue where some ResourceBarrier calls transitioning DEPTH_READ to DEPTH_WRITE were dropped |
SDK 1.4.9 * |
4 |
4/20/2021 |
DirectX 12 Ultimate, see here for samples
Shader Model 6.6 |
*For this first SDK, this entry indicates features in our first SDK that are newer than what the DirectX team shipped in the Windows 10 November 2019 Update. For subsequent SDKs this entry is for new features since our previous SDK.
Older Preview Agility SDKs