Showing results for December 2021 - DirectX Developer Blog

Dec 9, 2021
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Agility SDK 1.600.10 – minor bugfix release

Amar Patel
Amar Patel

This minor release contains a fix for a raytracing related threading bug in previous Agility SDK releases.  There were intermittent crashes in the runtime for apps doing multithreaded creation of raytracing state objects.

Dec 8, 2021
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Announcing HLSL 2021

Chris Bieneman
Chris Bieneman

Today we are excited to announce the release of HLSL 2021! HLSL 2021 brings an assortment of new language features that we think will make shader authoring in HLSL more familiar and productive. Enabling HLSL 2021 is as easy as passing the `-HV 2021`, and you can immediately start enjoying all the new language features like: ...

Dec 8, 2021
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Agility SDK 1.700.10 – our first Agility SDK preview!

Jacques van Rhyn
Jacques van Rhyn

We’re pleased to announce that we’re releasing our first Agility SDK preview today, Agility SDK version 1.700.10-preview! Head to Agility SDK Downloads to grab it. Agility SDK version 1.700.10-preview contains support for the following features: This is our first preview version of the Agility SDK, meaning that your machine must ...

Dec 8, 2021
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Announcing new DirectX 12 feature – Video Encoding!

Sil Vilerino
Sil Vilerino

Introduction Today DirectX 12 provides APIs to support GPU acceleration for several video applications such as Video Decoding, Video Processing and Motion estimation as detailed in Direct3D 12 Video Overview.  We are happy to announce that D3D12 has added a new Video Encode feature to the existing video API families, with a new set of interface...

Dec 8, 2021
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D3D12 Enhanced Barriers Preview

Bill Kristiansen
Bill Kristiansen

Good news for developers frustrated by confusing and inefficient D3D12 resource barriers, Enhanced Barriers are coming soon to D3D12, and are available now for experimental preview. Enhanced Barriers are a new set of D3D12 API’s that give developers independent control over GPU work synchronization, texture layout transitions, and cache flushing (“...