Hi, i’m encountering some problem in nsight. Currently, my pixel shader is reading depth texture while depth target is bound. I know this is illegal in dx10/11 so i made a separate depthstencil view that is read-only, and i bind this depthstencil. Now, when i examine PS in frame profiler, it doesn’t show any shader resource at the bind point that is used by depth texture.
i tested the same app with AMD GPUPerf and it displayed depth texture shader resource correctly. …
any idea?