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With 8x MSAA, read from multisample texture in D3D 11 silently fails on Intel Haswell-generation GPUs. Here’s the HLSL code:
Texture2DMS<uint2> 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 ); }
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.
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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.
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Hi,
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?
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