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

Józef Kucia joseph.kucia at gmail.com
Tue Dec 13 06:21:38 CST 2016


On Mon, Dec 12, 2016 at 9:39 AM, Józef Kucia <joseph.kucia at gmail.com> wrote:
> 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.

I expect that the attached patch fixes the test failures.
Unfortunately it breaks the test on Wine, because blit doesn't work
between depth/stencil R32_TYPELESS and non-detph/stencil R32_TYPELESS.
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