[PATCH v2 14/18] d3d11/tests: Add test for depth/stencil shader resource views.

Józef Kucia joseph.kucia at gmail.com
Mon Dec 12 02:39:51 CST 2016


On Mon, Dec 12, 2016 at 9:25 AM, Henri Verbeet <hverbeet at gmail.com> wrote:
> So I investigated this a little, and the issue seems to be that as
> soon as D3D11_BIND_SHADER_RESOURCE is in the bind flags, reads from
> the depth texture return stale values. E.g., the failure at line 6563
> is from the 0.6f written by the clear at line 6544. This can also be
> reproduced by calling check_texture_float() directly on the depth
> texture, and is not specific to typeless formats. I'd guess at a
> driver bug related to e.g. compressed depth or fast clear handling.
> Regardless, I'd expect that using separate resources for the clear and
> the shader reads would fix the failures, although it would perhaps
> weaken the test a little.

Thanks. I'll prepare a new version.



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