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    <title>topic With 8x MSAA, read from multisample texture in D3D 11 silently fails on Intel Haswell-generation GPUs in Graphics</title>
    <link>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100648#M87489</link>
    <description>&lt;P&gt;With 8x MSAA, read from multisample texture in D3D 11 silently fails on Intel Haswell-generation GPUs. Here’s the HLSL code:&lt;/P&gt;

&lt;PRE&gt;Texture2DMS&amp;lt;uint2&amp;gt; depthStencilTexture : register( t0 );
cbuffer ReadDepthInput : register( b2 )
{
    int2 readPosition;
}
// Produces vector3( x, y, stencilValue )
float4 main() : SV_Target0
{
    uint2 res = depthStencilTexture.Load( readPosition, 1 );
    float stencil = res.y;
    // Scale the result from integers to 0..1
    stencil /= 255.0f;
    return float4( float( readPosition.x ) / 65535.0f, float( readPosition.y ) / 65535.0f, stencil, 0 );
}&lt;/PRE&gt;

&lt;P&gt;CheckFormatSupport API says D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD is supported, CheckMultisampleQualityLevels says 8X MSAA is supported, and yet it doesn’t work. The physical texture format is DXGI_FORMAT_R24G8_TYPELESS, interpreted as DXGI_FORMAT_D24_UNORM_S8_UINT for the depth+stencil view, and as DXGI_FORMAT_X24_TYPELESS_G8_UINT by the affected pixel shader above.&lt;/P&gt;</description>
    <pubDate>Mon, 08 May 2017 10:29:44 GMT</pubDate>
    <dc:creator>Konstantin_G_</dc:creator>
    <dc:date>2017-05-08T10:29:44Z</dc:date>
    <item>
      <title>With 8x MSAA, read from multisample texture in D3D 11 silently fails on Intel Haswell-generation GPUs</title>
      <link>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100648#M87489</link>
      <description>&lt;P&gt;With 8x MSAA, read from multisample texture in D3D 11 silently fails on Intel Haswell-generation GPUs. Here’s the HLSL code:&lt;/P&gt;

&lt;PRE&gt;Texture2DMS&amp;lt;uint2&amp;gt; depthStencilTexture : register( t0 );
cbuffer ReadDepthInput : register( b2 )
{
    int2 readPosition;
}
// Produces vector3( x, y, stencilValue )
float4 main() : SV_Target0
{
    uint2 res = depthStencilTexture.Load( readPosition, 1 );
    float stencil = res.y;
    // Scale the result from integers to 0..1
    stencil /= 255.0f;
    return float4( float( readPosition.x ) / 65535.0f, float( readPosition.y ) / 65535.0f, stencil, 0 );
}&lt;/PRE&gt;

&lt;P&gt;CheckFormatSupport API says D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD is supported, CheckMultisampleQualityLevels says 8X MSAA is supported, and yet it doesn’t work. The physical texture format is DXGI_FORMAT_R24G8_TYPELESS, interpreted as DXGI_FORMAT_D24_UNORM_S8_UINT for the depth+stencil view, and as DXGI_FORMAT_X24_TYPELESS_G8_UINT by the affected pixel shader above.&lt;/P&gt;</description>
      <pubDate>Mon, 08 May 2017 10:29:44 GMT</pubDate>
      <guid>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100648#M87489</guid>
      <dc:creator>Konstantin_G_</dc:creator>
      <dc:date>2017-05-08T10:29:44Z</dc:date>
    </item>
    <item>
      <title>Forget to tell I’ve</title>
      <link>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100649#M87490</link>
      <description>&lt;P&gt;Forget to tell I’ve reproduced that on my i5-4460 with HD 4600 GPU, and before that our customer found the bug on their 4-generation Intel NUC with i5 4250U and Intel HD 5000 GPU. Both running Windows 10, latest graphic driver 20.19.15.4531.&lt;/P&gt;</description>
      <pubDate>Mon, 08 May 2017 10:52:53 GMT</pubDate>
      <guid>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100649#M87490</guid>
      <dc:creator>Konstantin_G_</dc:creator>
      <dc:date>2017-05-08T10:52:53Z</dc:date>
    </item>
    <item>
      <title>Hi, </title>
      <link>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100650#M87491</link>
      <description>&lt;P style="font-size: 13.008px;"&gt;Hi,&amp;nbsp;&lt;/P&gt;

&lt;P style="font-size: 13.008px;"&gt;There are no driver releases planned for that generation of Intel Graphics.So if it s a driver issue there is not much I can do I'm afraid. Is it seen on newer graphics?&lt;/P&gt;</description>
      <pubDate>Fri, 12 May 2017 21:46:01 GMT</pubDate>
      <guid>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100650#M87491</guid>
      <dc:creator>Michael_C_Intel2</dc:creator>
      <dc:date>2017-05-12T21:46:01Z</dc:date>
    </item>
    <item>
      <title>Hi.</title>
      <link>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100651#M87492</link>
      <description>Hi.
I have another PC here with later generation of Intel graphics, namely Iris 550 inside i3-6157U.
I can confirm my code works on that just fine, with 8x MSAA.

Personally, I’ve already found a workaround for the software I’m working on: &lt;A href="http://stackoverflow.com/a/43437289/126995" target="_blank"&gt;http://stackoverflow.com/a/43437289/126995&lt;/A&gt;

But I still think you better fix the issue on your side.
Ideally, in the next version of GPU driver, you should decrease the value CheckMultisampleQualityLevels reports from 8 to 4 for that hardware.</description>
      <pubDate>Fri, 12 May 2017 22:52:24 GMT</pubDate>
      <guid>https://community.intel.com/t5/Graphics/With-8x-MSAA-read-from-multisample-texture-in-D3D-11-silently/m-p/1100651#M87492</guid>
      <dc:creator>Konstantin_G_</dc:creator>
      <dc:date>2017-05-12T22:52:24Z</dc:date>
    </item>
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