Engines alias transient render targets, so a texture can sit at the address of a depth surface after the memory has been handed to a color image: a 384x384 R11G11B10 texture over a 384x384 D32S8 surface, say. Sampling it threw "sampling the depth plane ... is not implemented" and the draw was skipped. A view with another extent, or a depth-plane view in a format that cannot hold the plane (neither the plane's own R32F / R16 unorm nor a T# that reads the raw depth bits), is now treated as memory reuse: the lookup falls through to the ordinary texture path instead of the depth surface. Stencil-plane views keep their current handling. |
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