When D3D12 has to draw a lot of different-sized Text objects the rendering results might corrupt, or might not render at all. In DebugNative build this triggers a CommandList assertion (see attachment).
Problem can be seen on RenderPerfTest and its newly-added RandomSizeTextRenderer (so far only exists on sandbox, direct3d12 branch), run with object count of 8 or higher.
Problem can be seen on RenderPerfTest and its newly-added RandomSizeTextRenderer (so far only exists on sandbox, direct3d12 branch), run with object count of 8 or higher.