{"id":3689,"date":"2021-04-20T09:16:12","date_gmt":"2021-04-20T16:16:12","guid":{"rendered":"https:\/\/devblogs.microsoft.com\/directx\/?page_id=3689"},"modified":"2026-03-06T09:05:26","modified_gmt":"2026-03-06T17:05:26","slug":"directx12agility","status":"publish","type":"page","link":"https:\/\/devblogs.microsoft.com\/directx\/directx12agility\/","title":{"rendered":"DirectX 12 Agility SDK Downloads"},"content":{"rendered":"<p><span style=\"font-size: 12pt;\">Welcome to the DirectX 12 Agility SDK landing page where you&#8217;ll find links to Agility SDKs and other helpful info. <\/span><\/p>\n<p><span style=\"font-size: 12pt;\">Check out our <a style=\"background-color: #f7f7f9;\" href=\"https:\/\/devblogs.microsoft.com\/directx\/announcing-dx12agility\/\">Announcement blog<\/a> and <a style=\"background-color: #f7f7f9;\" href=\"https:\/\/youtu.be\/ewaVjUZJu-s\">Game Stack Live talk<\/a>.<\/span><\/p>\n<p><span style=\"font-size: 12pt;\">We also have a <a href=\"https:\/\/devblogs.microsoft.com\/directx\/gettingstarted-dx12agility\/\">Getting Started Guide<\/a> with detailed info for developers who want to integrate Agility SDK support into their engine.<\/span><\/p>\n<p><span style=\"font-size: 12pt;\">Visit the\u00a0<a tabindex=\"-1\" title=\"https:\/\/devblogs.microsoft.com\/directx\/landing-page\/\" href=\"https:\/\/devblogs.microsoft.com\/directx\/landing-page\/\" target=\"_blank\" rel=\"noopener noreferrer\">DirectX Landing Page<\/a>\u00a0for more resources for DirectX developers.<\/span><\/p>\n<h5>Latest Agility SDK<\/h5>\n<table style=\"width: 96%; font-size: 1rem; height: 20px;\">\n<tbody>\n<tr style=\"height: 27px;\">\n<td style=\"width: 22.3664%; height: 10px;\"><strong>SDK Package<\/strong><\/td>\n<td style=\"width: 12.1809%; height: 10px;\"><b>D3D12SDKVersion<\/b><\/td>\n<td style=\"width: 9.94941%; height: 10px;\"><strong>Release Date<\/strong><\/td>\n<td style=\"width: 73.7956%; height: 10px;\"><strong>New features<\/strong><\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 22.3664%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.619.1\">1.619.1<\/a><\/td>\n<td style=\"width: 12.1809%; height: 10px;\">619<\/td>\n<td style=\"width: 9.94941%; height: 10px;\" width=\"88\">3\/6\/2026<\/td>\n<td style=\"width: 73.7956%; height: 10px;\" width=\"610\"><strong>Fixes in .1:<\/strong><\/p>\n<div>\n<ul>\n<li>Handle root signature objects in ID3D12StateObjectDatabase setters<\/li>\n<li>Opacity Micromap Array addresses alignment was validated too strictly to 256B. Fixed to D3D12_RAYTRACING_OPACITY_MICROMAP_ARRAY_BYTE_ALIGNMENT: 128B. No effect on runtime behavior, just a debug layer message fix.<\/li>\n<\/ul>\n<\/div>\n<p><strong>Other features in 619:<\/strong><\/p>\n<ul>\n<li>Shader Model 6.9 support:\n<ul>\n<li>Shader Execution Reordering (DXR 1.2)<\/li>\n<li>Opacity Micromaps (DXR 1.2)<\/li>\n<li>Long vectors<\/li>\n<li>16-bit and 64-bit shader op and wave ops are now required features<\/li>\n<li>16 bit float specials<\/li>\n<\/ul>\n<\/li>\n<li>Revised resource view creation APIs<\/li>\n<li>Periodic trim notifications<\/li>\n<li>Increased dispatch grid limit<\/li>\n<li>CPU timeline query<\/li>\n<li>Advanced Shader Delivery:\n<ul>\n<li>Supplemental APIs to for developer workflow usability and statistics<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>See this <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-9-retail-and-more\/\">blog<\/a> for detail.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&nbsp;<\/p>\n<h5>Latest Preview Agility SDK<\/h5>\n<table style=\"width: 96%; font-size: 1rem; height: 20px;\">\n<tbody>\n<tr style=\"height: 27px;\">\n<td style=\"width: 23.9089%; height: 10px;\"><strong>SDK Package<\/strong><\/td>\n<td style=\"width: 6.98859%; height: 10px;\"><b>D3D12SDKVersion<\/b><\/td>\n<td style=\"width: 9.46813%; height: 10px;\"><strong>Release Date<\/strong><\/td>\n<td style=\"width: 77.9267%; height: 10px;\"><strong>New features<\/strong><\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 23.9089%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.719.1-preview\">1.719.1-preview<\/a><\/td>\n<td style=\"width: 6.98859%; height: 10px;\">719<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">3\/6\/2026<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\"><strong>Fixes in .1:<\/strong><\/p>\n<ul>\n<li>Same as the 1.619.1 fixes above<\/li>\n<\/ul>\n<p><strong>Other features in 719:<\/strong><\/p>\n<ul>\n<li>Everything in 1.619.0 plus:<\/li>\n<li>D3D12 VPblit 3DLUT<\/li>\n<li>Enhanced barriers update: Fence barriers<\/li>\n<li>Extension mechanism<\/li>\n<\/ul>\n<p>See this <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-9-retail-and-more\/\">blog<\/a> for detail.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&nbsp;<\/p>\n<h5><span style=\"color: inherit; font-family: inherit; font-size: 1.25rem;\">Older Agility SDKs<\/span><\/h5>\n<table style=\"width: 96%; font-size: 1rem; height: 547px;\">\n<tbody>\n<tr style=\"height: 27px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><strong>SDK Package<\/strong><\/td>\n<td style=\"width: 2.4187%; height: 10px;\"><b>D3D12SDKVersion<\/b><\/td>\n<td style=\"width: 9.46813%; height: 10px;\"><strong>Release Date<\/strong><\/td>\n<td style=\"width: 77.9267%; height: 10px;\"><strong>New features<\/strong><\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.619.0\">1.619.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">619<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">2\/26\/2026<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Shader Model 6.9 support:\n<ul>\n<li>Shader Execution Reordering (DXR 1.2)<\/li>\n<li>Opacity Micromaps (DXR 1.2)<\/li>\n<li>Long vectors<\/li>\n<li>16-bit and 64-bit shader op and wave ops are now required features<\/li>\n<li>16 bit float specials<\/li>\n<\/ul>\n<\/li>\n<li>Revised resource view creation APIs<\/li>\n<li>Periodic trim notifications<\/li>\n<li>Increased dispatch grid limit<\/li>\n<li>CPU timeline query<\/li>\n<li>Advanced Shader Delivery:\n<ul>\n<li>Supplemental APIs to for developer workflow usability and statistics<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>See this <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-9-retail-and-more\/\">blog<\/a> for detail.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.618.5\">1.618.5<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">618<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">12\/5\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\"><strong>Fixes in .5:<\/strong><\/p>\n<div>\n<ul>\n<li>Reverted a change to pipeline library synchronization which caused unnecessary serialization during loads.<\/li>\n<li>Correctly allow RTAS resources in reserved buffers<\/li>\n<li>Fixed the output from D3D12StateObjectCompiler.exe when compiling an SODB with no state objects, only PSOs<\/li>\n<\/ul>\n<\/div>\n<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.618.4\">1.618.4<\/a><\/td>\n<td style=\"width: 2.4187%;\">618<\/td>\n<td style=\"width: 9.46813%;\">11\/25\/2025<\/td>\n<td style=\"width: 77.9267%;\"><strong>Fixes in .4:<\/strong><\/p>\n<div>\n<ul>\n<li>Fix for possible AddToStateObject failure when reusing a previously used DXIL library, and driver is newer than those that existed during 1.618 initial release<\/li>\n<li>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.<\/li>\n<\/ul>\n<\/div>\n<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.618.3\">1.618.3<\/a><\/td>\n<td style=\"width: 2.4187%;\">618<\/td>\n<td style=\"width: 9.46813%;\">11\/10\/2025<\/td>\n<td style=\"width: 77.9267%;\"><strong>Fixes in .3:<\/strong><\/p>\n<ul>\n<li>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&#8217;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.<\/li>\n<li>Debug layer validation regression fix (no runtime impact): New compute and work graph dispatch grid size validation incorrectly validated against the mesh shader&#8217;s 2^22 limit everywhere. Compute dispatch has no spec limit, and the limit for work graphs is 2^24-1 groups.<\/li>\n<li>Fixes an issue where, only with the debug layer enabled, recording ProcessFrames command in ID3D12VideoCommandList fails in the Close() method with E_INVALIDARG<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.618.2\">1.618.2<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">618<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">10\/15\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\"><strong>Added in .2:<\/strong><\/p>\n<ul>\n<li>Correctly enable SODB capture for advanced shader delivery<\/li>\n<li>Add ID3D12StateObjectDatabase for programmatic SODB generation<\/li>\n<li>Add D3D12StateObjectCompiler &#8216;merge&#8217; command<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.618.1\">1.618.1<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">618<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">9\/25\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul type=\"disc\">\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-618\/\"><span data-olk-copy-source=\"MessageBody\">Advanced Shader Delivery<\/span><\/a><b><\/b><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-716-0-preview-application-specific-driver-state\/\">Application Specific Driver States<\/a><b><\/b><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-716-0-new-d3d12-video-encode-features\/\">Video Encode features<\/a><b><\/b>\n<ul type=\"circle\">\n<li>D3D12_Video_Encoding_HEVC_ReferenceListExtension<\/li>\n<li>D3D12_Video_Encoding_LowerResolution_2Pass<\/li>\n<li>PSNR stats added to: D3D12_Video_Encoding_Stats_Metadata<\/li>\n<li>D3D12 Video encode subregion<\/li>\n<li>D3D12 Video encode output stats (per block QP, per block SATD, per block bit allocation)<\/li>\n<li>D3D12 Video encode GPU texture input QP map<\/li>\n<li>D3D12 Video encode GPU texture\/CPU buffer Dirty maps\/rects<\/li>\n<li>D3D12 Video encode GPU texture\/CPU buffer motion vector hints<\/li>\n<li>D3D12 Video Encode Spatial Adaptive Rate Control Quantization<\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-716-0-preview-recreate-at-gpuva\/\">Recreate at GPUVA<\/a><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-716-0-preview-tight-alignment\/\">Tight Alignment of Resources<\/a><\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.616.1\">1.616.1<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">616<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">6\/11\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\"><strong>Contents in the original 1.616.0 release:<\/strong><\/p>\n<ul>\n<li>Opacity Micromap support\n<ul>\n<li>RayQuery+OMM support needs Shader Model 6.9, in preview status (AgilitySDK 1.717.0) as of this release<\/li>\n<\/ul>\n<\/li>\n<li>Tier 4 Tiled Resource<\/li>\n<\/ul>\n<p>See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-717-preview-and-1-616-retail\">blog post<\/a> for more information about the release.<\/p>\n<p><strong>.1 point release adds:<\/strong><\/p>\n<ul>\n<li>Debug Layer fixes:\n<ul>\n<li>Enhanced Barrier placed resource validation fix for false errors\n<ul>\n<li>For D3D12_BARRIER_SUBRESOURCE_RANGE, the Debug Layer was not handling the NumMipLevels=0 special case (treat IndexOrFirstMipLevel as a subresource index)<\/li>\n<li>Debug Layer now understands that RT\/DS initialization can be accomplished by RenderPass Clear\/Discard<\/li>\n<\/ul>\n<\/li>\n<li>GPU based validation (GBV):\n<ul>\n<li>Fix for incorrect texture state\/layout validation in cases where GBV needed to insert LOD calculation<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Runtime fix: D3D12EnableExperimentalFeatures() was allowing D3D12ExperimentalShaderModels\n<ul>\n<li>This made it look like Shader Model 6.9 could work even though it&#8217;s only supported in the 1.717.x preview<\/li>\n<li>Now asking for D3D12ExperimentalShaderModels returns E_NOINTERFACE.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.616.0\">1.616.0<\/a><\/td>\n<td style=\"width: 2.4187%;\">\u00a0616<\/td>\n<td style=\"width: 9.46813%;\">5\/30\/2025<\/td>\n<td style=\"width: 77.9267%;\">\n<ul>\n<li>Opacity Micromap support\n<ul>\n<li>RayQuery+OMM support needs Shader Model 6.9, in preview status (AgilitySDK 1.717.0) as of this release<\/li>\n<\/ul>\n<\/li>\n<li>Tier 4 Tiled Resource<\/li>\n<\/ul>\n<p>See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-717-preview-and-1-616-retail\">blog post<\/a> for more information about the release.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.615.1\">1.615.1<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">615<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">2\/13\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Fix placed resource initialization validation bug related to plane validation<\/li>\n<li>Fix a bug where GBV patching will crash when initializing if the caller didn&#8217;t request a debug info parser<\/li>\n<\/ul>\n<p>See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agilitysdk-1-716-0-preview-and-1-615-retail\/\">blog post<\/a> for more info about the release.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.615.0\">SDK 1.615.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">615<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">1\/30\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-716-0-preview-1-615-retail-shader-hash-bypass\/\">Shader hash bypass <\/a>officially supports applications opting to bypass shader hash validation<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.614.0\">SDK 1.614.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">614<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">5\/16\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Enabled R9G9B9E5_SHAREDEXP format for Render Target and Unordered Access Views (device support still needs to be queried)<\/li>\n<li>Minor state object validation fixes related to dxil defined subobjects and collections<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-614-0\/\">here<\/a> for more info about the release.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.613.3\">SDK 1.613.3<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">613<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">4\/30\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Same as 1.613.2 with minor updates summarized at the bottom:<\/p>\n<ul>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/\">Work Graphs<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/HLSL_ShaderModel6_8.md\">Shader Model 6.8<\/a>\n<ul>\n<li>Work Graphs support<\/li>\n<li>Start Vertex\/Instance Location<\/li>\n<li>Wave Size Range<\/li>\n<li>Expanded Comparison Sampling<\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/D3D12GPUUploadHeaps.md\">GPU Upload Heaps<\/a> (requires future OS)<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/IndirectDrawing.md#incrementing-constant\">Incrementing Constant in ExecuteIndirect<\/a><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/#GenericPrograms\">Generic Programs in State objects<\/a><\/li>\n<\/ul>\n<ul>\n<li>Minor updates for .3:\n<ul>\n<li>Honor root signature associations added to export in collections when the export is imported into generic program in an executable state object.<\/li>\n<li>Propagate root signatures to exports that have bindings and no root signatures within the scope of a generic program, like what happens with PSOs<\/li>\n<li>Other generic programs related bug fixes, additional validation and optimizations.<\/li>\n<li>For state objects, minor fixes to subobject association logic in edge cases involving collections to more precisely match spec wording.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-613-0\/\">here<\/a> for more info about the main release, 1.613.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.613.2\">SDK 1.613.2<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">613<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">3\/29\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Same as 1.613.1 with minor updates summarized at the bottom:<\/p>\n<ul>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/\">Work Graphs<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/HLSL_ShaderModel6_8.md\">Shader Model 6.8<\/a>\n<ul>\n<li>Work Graphs support<\/li>\n<li>Start Vertex\/Instance Location<\/li>\n<li>Wave Size Range<\/li>\n<li>Expanded Comparison Sampling<\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/D3D12GPUUploadHeaps.md\">GPU Upload Heaps<\/a> (requires future OS)<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/IndirectDrawing.md#incrementing-constant\">Incrementing Constant in ExecuteIndirect<\/a><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/#GenericPrograms\">Generic Programs in State objects<\/a><\/li>\n<\/ul>\n<ul>\n<li>Minor updates for .2:\n<ul>\n<li>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.<\/li>\n<li>Debug layer fixes around its lifetime management of program identifiers (e.g. the handles for the new generic programs)<\/li>\n<li>ExecuteIndirect validation was too strict: buffer size only needs to be big enough for the number of commands * stride, <i>minus the unused space at end of last command<\/i><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-613-0\/\">here<\/a> for more info about the main release, 1.613.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.613.1\">SDK 1.613.1<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">613<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">3\/19\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Same as 1.613.0 with minor updates summarized at the bottom:<\/p>\n<ul>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/\">Work Graphs<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/HLSL_ShaderModel6_8.md\">Shader Model 6.8<\/a>\n<ul>\n<li>Work Graphs support<\/li>\n<li>Start Vertex\/Instance Location<\/li>\n<li>Wave Size Range<\/li>\n<li>Expanded Comparison Sampling<\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/D3D12GPUUploadHeaps.md\">GPU Upload Heaps<\/a> (requires future OS)<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/IndirectDrawing.md#incrementing-constant\">Incrementing Constant in ExecuteIndirect<\/a><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/#GenericPrograms\">Generic Programs in State objects<\/a><\/li>\n<\/ul>\n<ul>\n<li>Minor updates for .1:\n<ul>\n<li>In d3d12.h: missing const on input pointer members: D3D12_NODE_CPU_INPUT.pRecords and D3D12_MULTI_NODE_CPU_INPUT.pNodeInputs<\/li>\n<li>Debug layer validation fixes for D3D12_DISPATCH_MODE_MULTI_NODE_CPU_INPUT<\/li>\n<li>Some missing validation for generic programs (to line up with existing PSO path)<\/li>\n<li>Allow generic programs or work graphs only in executable state objects, not collections<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-613-0\/\">here<\/a> for more info about the main release, 1.613.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.613.0\">SDK 1.613.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">613<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">3\/11\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/\">Work Graphs<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/HLSL_ShaderModel6_8.md\">Shader Model 6.8<\/a>\n<ul>\n<li>Work Graphs support<\/li>\n<li>Start Vertex\/Instance Location<\/li>\n<li>Wave Size Range<\/li>\n<li>Expanded Comparison Sampling<\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/D3D12GPUUploadHeaps.md\">GPU Upload Heaps<\/a> (requires future OS)<\/li>\n<li><a href=\"https:\/\/github.com\/microsoft\/DirectX-Specs\/blob\/master\/d3d\/IndirectDrawing.md#incrementing-constant\">Incrementing Constant in ExecuteIndirect<\/a><\/li>\n<li><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-work-graphs\/#GenericPrograms\">Generic Programs in State objects<\/a><\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-613-0\/\">here<\/a> for more info about this release<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.611.2\">SDK 1.611.2<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">611<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">11\/16\/2023<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Fix crash in D3D12SDKLayers creating resource with initial enhanced layout when legacy state validation forced on.<\/li>\n<li>Fix std::bad_optional_access exception in D3D12SDKLayers and fixup partially promoted state.<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.611.1\">SDK 1.611.1<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">611<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">10\/19\/2023<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Added support for <a href=\"https:\/\/microsoft.github.io\/DirectX-Specs\/d3d\/D3D12_Video_Encoding_AV1.html\">AV1 Encode<\/a><\/li>\n<li>Make pContext mutable in ID3D12InfoQueue1::RegisterMessageCallback.<\/li>\n<li><span class=\"ui-provider bwc bwd bgv bwe bwf bwg bwh bwi bwj bwk bwl bwm bwn bwo bwp bwq bwr bws bwt bwu bwv bww bwx bwy bwz bxa bxb bxc bxd bxe bxf bxg bxh bxi bxj\" dir=\"ltr\">Legacy transitions into\/out-of UAV state includes: <span style=\"font-size: 10pt;\">D3D12_BARRIER_SYNC_BUILD_RAYTRACING_ACCELERATION_STRUCTURE<\/span>\n<span style=\"font-size: 10pt;\">D3D12_BARRIER_SYNC_EMIT_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO <\/span>\n<span style=\"font-size: 10pt;\">D3D12_BARRIER_SYNC_COPY_RAYTRACING_ACCELERATION_STRUCTURE<\/span>\n<\/span><span class=\"ui-provider bwc bwd bgv bwe bwf bwg bwh bwi bwj bwk bwl bwm bwn bwo bwp bwq bwr bws bwt bwu bwv bww bwx bwy bwz bxa bxb bxc bxd bxe bxf bxg bxh bxi bxj\" dir=\"ltr\">This only applies to buffer barriers.<\/span><\/li>\n<li>Fix enhanced barrier SYNC_DRAW being incompatible with ACCESS_RENDER_TARGET<\/li>\n<li>Improve enhanced barrier validation for raytracing acceleration data structures<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.610.4\">SDK 1.610.4<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">610<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">06\/26\/2023<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li><span class=\"ui-provider eo bfp bfq bfr bfs bft bfu bfv bfw bfx bfy bfz bga bgb bgc bgd bge bgf bgg bgh bgi bgj bgk bgl bgm bgn bgo bgp bgq bgr bgs bgt bgu bgv bgw\" dir=\"ltr\">Fix some aliasing barrier regressions on drivers supporting enhanced barriers.<\/span>\n<ul>\n<li>Full cache flush supporting aliasing barrier on stencil resources<\/li>\n<li>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.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.608.3\">SDK 1.608.3<\/a><\/td>\n<td style=\"width: 2.4187%;\">608<\/td>\n<td style=\"width: 9.46813%;\">03\/02\/2023<\/td>\n<td style=\"width: 77.9267%;\">Validation fixes:<\/p>\n<ul>\n<li>Fixed state corruption causing incorrect programmable sample positions validation during ExecuteCommandList<\/li>\n<li>Address incorrect Enhanced Barriers simultaneous-access validation<\/li>\n<li>Fix incorrect Enhanced Barriers sync\/access validation<\/li>\n<li>Add missing string conversion for D3D_BARRIER_SYNC_CLEAR_UNORDERED_ACCESS_VIEW<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 69px;\">\n<td style=\"width: 28.4788%; height: 69px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.608.2\">SDK 1.608.2<\/a><\/td>\n<td style=\"width: 2.4187%; height: 69px;\">608<\/td>\n<td style=\"width: 9.46813%; height: 69px;\">01\/03\/2023<\/td>\n<td style=\"width: 77.9267%; height: 69px;\">\n<ul>\n<li><span style=\"font-family: inherit; font-size: inherit; background-color: transparent;\">Header build fix<\/span><\/li>\n<li>Fixes bug preventing enhanced barriers enablement<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 220px;\">\n<td style=\"width: 28.4788%; height: 220px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.608.0\">SDK 1.608.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 220px;\">608<\/td>\n<td style=\"width: 9.46813%; height: 220px;\">11\/18\/2022<\/td>\n<td style=\"width: 77.9267%; height: 220px;\">Enhanced Barriers<\/p>\n<p>New minor features:<\/p>\n<ul>\n<li>Independent Front\/Back Stencil Refs and Masks<\/li>\n<li>Triangle fan<\/li>\n<li>Dynamic Pipeline State: Depth Bias, IB Strip Cut<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-608-0\/\">here<\/a> for more information<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.606.4\">SDK 1.606.4<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">606<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">8\/30\/2022<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Fixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.606.3\">SDK 1.606.3<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">606<\/td>\n<td style=\"width: 9.46813%; height: 10px;\">7\/14\/2022<\/td>\n<td style=\"width: 77.9267%; height: 10px;\">Shader Model 6.7<\/p>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-7\/\">here<\/a> for more information<\/td>\n<\/tr>\n<tr style=\"height: 188px;\">\n<td style=\"width: 28.4788%; height: 188px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.602.4\">SDK 1.602.4<\/a><\/td>\n<td style=\"width: 2.4187%; height: 188px;\">602<\/td>\n<td style=\"width: 9.46813%; height: 188px;\">6\/21\/2022<\/td>\n<td style=\"width: 77.9267%; height: 188px;\">Bugfixes<\/p>\n<ul>\n<li>Fixes bug in GBV to skip bounds checks on static descriptors already bounds-checked on the CPU timeline<\/li>\n<li>Fix false Object Deleted While Still in Use errors from debug layer<\/li>\n<li>Fix deadlock in debug layer while validating placed resource virtual addresses<\/li>\n<li>Fix crash in ResolveQueryData due to race condition<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.602.0\">SDK 1.602.0<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">602<\/td>\n<td style=\"width: 9.46813%; height: 10px;\">4\/27\/2022<\/td>\n<td style=\"width: 77.9267%; height: 10px;\">See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-602-0\">blog post<\/a> for more detail<\/p>\n<p>New features:<\/p>\n<ul>\n<li>Relaxed buffer\/texture copy alignment<\/li>\n<li>Support for copying between different dimensions of textures<\/li>\n<li>Delayed input layout and vertex buffer alignment validation<\/li>\n<li>Negative height viewports flip y-axis intepretation<\/li>\n<li>Alpha\/InvAlpha blend factors<\/li>\n<\/ul>\n<p>Bugfixes<\/p>\n<ul>\n<li data-leveltext=\"\uf0b7\" data-font=\"Symbol\" data-listid=\"1\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559684&quot;:-2,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769226&quot;:&quot;Symbol&quot;,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;\uf0b7&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" aria-setsize=\"-1\" data-aria-posinset=\"1\" data-aria-level=\"1\"><span data-contrast=\"none\">Fixes a crash using GBV with shader patch mode TRACKING_ONLY.<\/span><span data-ccp-props=\"{&quot;134233118&quot;:true,&quot;201341983&quot;:0,&quot;335559739&quot;:160,&quot;335559740&quot;:240}\">\u00a0<\/span><\/li>\n<li data-leveltext=\"\uf0b7\" data-font=\"Symbol\" data-listid=\"1\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559684&quot;:-2,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769226&quot;:&quot;Symbol&quot;,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;\uf0b7&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" aria-setsize=\"-1\" data-aria-posinset=\"2\" data-aria-level=\"1\"><span data-contrast=\"none\">Fixes false debug validation output resulting from depth slice state being confused with depth slice state.<\/span><span data-ccp-props=\"{&quot;134233118&quot;:true,&quot;201341983&quot;:0,&quot;335559739&quot;:160,&quot;335559740&quot;:240}\">\u00a0<\/span><\/li>\n<li data-leveltext=\"\uf0b7\" data-font=\"Symbol\" data-listid=\"1\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559684&quot;:-2,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769226&quot;:&quot;Symbol&quot;,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;\uf0b7&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" aria-setsize=\"-1\" data-aria-posinset=\"3\" data-aria-level=\"1\"><span data-contrast=\"none\">Fixes a bug causing promoted COPY_DEST to not decay back to COMMON.<\/span><span data-ccp-props=\"{&quot;134233118&quot;:true,&quot;201341983&quot;:0,&quot;335559739&quot;:160,&quot;335559740&quot;:240}\">\u00a0<\/span><\/li>\n<li data-leveltext=\"\uf0b7\" data-font=\"Symbol\" data-listid=\"1\" data-list-defn-props=\"{&quot;335552541&quot;:1,&quot;335559684&quot;:-2,&quot;335559685&quot;:720,&quot;335559991&quot;:360,&quot;469769226&quot;:&quot;Symbol&quot;,&quot;469769242&quot;:[8226],&quot;469777803&quot;:&quot;left&quot;,&quot;469777804&quot;:&quot;\uf0b7&quot;,&quot;469777815&quot;:&quot;hybridMultilevel&quot;}\" aria-setsize=\"-1\" data-aria-posinset=\"4\" data-aria-level=\"1\"><span data-contrast=\"none\">Report live objects when encountering device removed from a kernel memory failure.<\/span><span data-ccp-props=\"{&quot;134233118&quot;:true,&quot;201341983&quot;:0,&quot;335559739&quot;:160,&quot;335559740&quot;:240}\">\u00a0<\/span><span style=\"font-family: inherit; font-size: inherit; background-color: transparent;\">\u00a0<\/span><\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.600.10\">SDK 1.600.10<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">600<\/td>\n<td style=\"width: 9.46813%; height: 10px;\">12\/9\/2021<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"369\">Fix for an intermittent crash in runtime for apps doing multithreaded creation of raytracing state objects. For more on this release, see <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-600-10-minor-bugfix-release\">here<\/a><\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.4.10\">SDK 1.4.10<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">4<\/td>\n<td style=\"width: 9.46813%; height: 10px;\">5\/17\/2021<\/td>\n<td style=\"width: 77.9267%; height: 10px;\">Fixes a debug layer issue where some ResourceBarrier calls transitioning DEPTH_READ to DEPTH_WRITE were dropped<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.4.9\">SDK 1.4.9<\/a> *<\/td>\n<td style=\"width: 2.4187%; height: 10px;\">4<\/td>\n<td style=\"width: 9.46813%; height: 10px;\">4\/20\/2021<\/td>\n<td style=\"width: 77.9267%; height: 10px;\"><a href=\"https:\/\/devblogs.microsoft.com\/directx\/announcing-directx-12-ultimate\/\">DirectX 12 Ultimate<\/a>, see <a href=\"https:\/\/github.com\/microsoft\/DirectX-Graphics-Samples#directx-12-ultimate-samples\">here<\/a> for samples<\/p>\n<p><a href=\"https:\/\/aka.ms\/sm66\">Shader Model 6.6<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><em class=\"\">*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.<\/em><\/p>\n<h5><span style=\"color: inherit; font-family: inherit; font-size: 1.25rem;\">Older Preview Agility SDKs<\/span><\/h5>\n<table style=\"width: 96%; font-size: 1rem; height: 20px;\">\n<tbody>\n<tr style=\"height: 27px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><strong>SDK Package<\/strong><\/td>\n<td style=\"width: 2.4187%; height: 10px;\"><b>D3D12SDKVersion<\/b><\/td>\n<td style=\"width: 9.46813%;\"><strong>Release Date<\/strong><\/td>\n<td style=\"width: 77.9267%; height: 10px;\"><strong>New features<\/strong><\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.719.0-preview\">1.719.0-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">719<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">2\/26\/2026<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Everything in 1.619.0 plus:<\/li>\n<li>D3D12 VPblit 3DLUT<\/li>\n<li>Enhanced barriers update: Fence barriers<\/li>\n<li>Extension mechanism<\/li>\n<\/ul>\n<p>See this <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-9-retail-and-more\/\">blog<\/a> for detail.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.717.1-preview\">1.717.1-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">717<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">6\/11\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Debug Layer fixes:\n<ul>\n<li>Enhanced Barrier placed resource validation fix for false errors\n<ul>\n<li>For D3D12_BARRIER_SUBRESOURCE_RANGE, the Debug Layer was not handling the NumMipLevels=0 special case (treat IndexOrFirstMipLevel as a subresource index)<\/li>\n<li>Debug Layer now understands that RT\/DS initialization can be accomplished by RenderPass Clear\/Discard<\/li>\n<\/ul>\n<\/li>\n<li>GPU based validation (GBV):\n<ul>\n<li>Fix for incorrect texture state\/layout validation in cases where GBV needed to insert LOD calculation<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><span data-teams=\"true\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.717.0-preview\">1.717.0-preview<\/a><\/span><\/td>\n<td style=\"width: 2.4187%;\">717<\/td>\n<td style=\"width: 9.46813%;\">5\/30\/2025<\/td>\n<td style=\"width: 77.9267%;\">\n<ul>\n<li>Everything in 1.616.0 plus:<\/li>\n<li>Shader Model 6.9 preview, adding:\n<ul>\n<li>Cooperative Vectors<\/li>\n<li>Shader Execution Reordering<\/li>\n<li>Support for RayQuery using Opacity Micromaps\n<ul>\n<li>Normal TraceRay doesn&#8217;t require SM 6.9, so the 1.616.0 release works for it<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>D3D Video Encoding updates<\/li>\n<\/ul>\n<p>See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-717-preview-and-1-616-retail\">blog post<\/a> for more information about the release.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.716.1-preview\"><span data-teams=\"true\">1.716.1-preview<\/span><\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">716<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">2\/13\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Fix meta command validation<\/li>\n<li>Add Raw UAV\/SRV validation for tight aligned buffers<\/li>\n<li>Fix a bug where AlignmentRestriction hint wasn&#8217;t being passed to drivers<\/li>\n<li>Fix placed resource initialization validation bug related to plane validation<\/li>\n<li>Fix a bug where GBV patching will crash when initializing if the caller didn&#8217;t request a debug info parser<\/li>\n<\/ul>\n<p>See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agilitysdk-1-716-0-preview-and-1-615-retail\/\">blog post<\/a> for more info about the release.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.716.0-preview\">SDK 1.716.0-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">716<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">1\/30\/2025<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>See blog for details: <a href=\"https:\/\/devblogs.microsoft.com\/directx\/agilitysdk-1-716-0-preview-and-1-615-retail\/\">AgilitySDK 1.716.0-preview and 1.615-retail &#8211; DirectX Developer Blog<\/a><\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.715.0-preview\">SDK 1.715.0-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">715<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">7\/18\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">\n<ul>\n<li>Mesh nodes in work graphs. See the <a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-mesh-nodes-in-work-graphs\/\">blog<\/a> for more info.<\/li>\n<li>Continues to include <a href=\"https:\/\/devblogs.microsoft.com\/directx\/directsr-preview\/\" target=\"_blank\" rel=\"noopener\">DirectSR<\/a> from the recent 1.714.0 preview.<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.714.0-preview\">SDK 1.714.0-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">714<\/td>\n<td style=\"width: 9.46813%; height: 10px;\" width=\"88\">5\/29\/2024<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">DirectSR<\/p>\n<p>See\u00a0<a href=\"https:\/\/devblogs.microsoft.com\/directx\/directsr-preview\/\">here<\/a>\u00a0for more info about this preview release.<\/td>\n<\/tr>\n<tr>\n<td style=\"width: 28.4788%;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.711.3-preview\">SDK 1.711.3-preview<\/a><\/td>\n<td style=\"width: 2.4187%;\">711<\/td>\n<td style=\"width: 9.46813%;\">6\/22\/2023<\/td>\n<td style=\"width: 77.9267%;\">Work Graphs (officially released in 1.613.0)<\/p>\n<p>Wave Matrix<\/p>\n<p>AV1 Encode (officially released in 1.611.1)<\/p>\n<p>See\u00a0<a href=\"https:\/\/devblogs.microsoft.com\/directx\/agility-sdk-1-711\/\">here<\/a>\u00a0for more info about this preview release<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.710.0-preview\">SDK 1.710.0-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">710<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">3\/30\/2023<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">GPU Upload Heaps<\/p>\n<p>Non-normalized Sampling<\/p>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/preview-agility-sdk-1-710-0\/\">here<\/a> for more info about this preview release<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.706.4-preview\">SDK 1.706.4-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">706<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">8\/30\/2022<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Fixes a device creation failure on WARP (Microsoft Basic Render) in Windows Server 2022.<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.706.3-preview\">SDK 1.706.3-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">706<\/td>\n<td style=\"width: 9.46813%;\" width=\"88\">7\/14\/2022<\/td>\n<td style=\"width: 77.9267%; height: 10px;\" width=\"610\">Shader Model 6.7<\/p>\n<p>Enhanced Barriers Preview 2<\/p>\n<p>New minor features:<\/p>\n<ul>\n<li>Independent Front\/Back Stencil Refs and Masks<\/li>\n<li>Triangle fan<\/li>\n<\/ul>\n<p>See <a href=\"https:\/\/devblogs.microsoft.com\/directx\/preview-agility-sdk-1-706-3-preview-sm-6-7-enhanced-barriers-and-more\/\">here<\/a> for more information<\/td>\n<\/tr>\n<tr style=\"height: 28px;\">\n<td style=\"width: 28.4788%; height: 10px;\"><a href=\"https:\/\/www.nuget.org\/packages\/Microsoft.Direct3D.D3D12\/1.700.10-preview\">SDK 1.700.10-preview<\/a><\/td>\n<td style=\"width: 2.4187%; height: 10px;\">700<\/td>\n<td style=\"width: 9.46813%;\">12\/8\/2021<\/td>\n<td style=\"width: 77.9267%;\"><a href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-enhanced-barriers-preview\">Enhanced Barriers Preview <\/a><\/p>\n<p><a href=\"https:\/\/devblogs.microsoft.com\/directx\/announcing-new-directx-12-feature-video-encoding\">Video Encode Release<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Welcome to the DirectX 12 Agility SDK landing page where you&#8217;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\u00a0DirectX Landing [&hellip;]<\/p>\n","protected":false},"author":2237,"featured_media":2727,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-3689","page","type-page","status-publish","has-post-thumbnail","hentry"],"acf":[],"_links":{"self":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/pages\/3689","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/users\/2237"}],"replies":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/comments?post=3689"}],"version-history":[{"count":2,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/pages\/3689\/revisions"}],"predecessor-version":[{"id":13118,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/pages\/3689\/revisions\/13118"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/media\/2727"}],"wp:attachment":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/media?parent=3689"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}