Steps to reproduce:
1. Open the attached project "UIToolkitBlipReproduction.zip"
2. Have 2 connected physical/virtual displays
3. Build a Windows Standalone Player
4. Once running, in the second display press the "Enable UIDoc" button next to the big white quad
5. Observe for 1 frame that the UI Panel appears on the primary display and renders properly on the second display
Expected Results: Enabling a panel by changing style.display from None to Flex in LateUpdate renders on the correct display
Actual Results: Enabling a panel by changing style.display from None to Flex in LateUpdate for 1 frame it will render on the wrong display (See attached Repro.mp4)
Reproducible with: 2021.3.50f1, 2022.3.61f1
Could not effectively test on 6000.0.45f1, 6000.1.0b14 and 6000.2.0a8 due to the UI Panel rendering incorrectly once built
Environment tested: Windows 11 24H2
Notes:
-Issue reproduces with 2 physical and virtual displays
-Issue only reproduces with Direct3D12
-Issue only reproduces when Graphics Jobs are enabled
-Issue only reproduces when Vsync is set to "Every V Blank"
-After enabling a portion of the panel during LateUpdate (by changing its style.display property from None to Flex), for one frame only, the entire panel will render on the wrong display - so it will visibly "blip" from one display to the other and back. From the next frame onward, even if that portion of the panel is subsequently disabled and re-enabled again, it will always render on the correct display.