Create and edit all possible shaders in the graphics pipeline. This includes vertex, pixel, geometry, hull, domain, compute, amplification, and mesh shaders. There is also preliminary support for raytracing shaders.
Buffer Editor
A powerful buffer editor allows you to easily see and edit all types of buffers. Vertex buffers, index buffers, structured buffers, raw byte buffers, etc.
Resource Editor
Create and edit new resources and resource views on the fly. Pipeline state objects, root signatures, command lists, input layouts, buffers, render targets, depth stencils, shader resource views, unordered access views, etc
Graphics Features Window
See all of the capabilities of your current GPU, and what Pipeline has access to. Tooltips provided by the MSDN can help provide guidance as to what each feature means and what it provides for you.
Event Loop Editor
Create and edit events on the fly. Set PSOs, copy data between buffers, draw objects, dispatch compute shaders. Change all of the event parameters, including direct editing of the resource parameters and quick buttons to create new default resources. Events can be dragged and dropped to be reordered as needed.
Full Validation
All of the changes you make are validated by both Pipeline itself and the DX12 Validation Layer. Get meaningful message in the log as well as indicaters on Actions and Resources that are invalid.