A depth target lives only in a GPU image (its guest surface is never
written), so a texture over its depth or stencil plane now samples that
image through a view of the plane's aspect: R32_SFLOAT for D32, R16_UNORM
for D16, R8_UINT for stencil, one level and slice at the surface's extent.
Other shapes, and storage access to a depth surface, throw. Depth images
get the sampled usage, and the barriers after a render pass and before a
dispatch include depth attachment writes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>