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[DX][VK] Implement SV_Depth pixel-shader output and Depth32 SRV mapping (#1046) #1229
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4119977
[DirectX] Map Depth32 to R32_FLOAT for user-bound textures (#1046)
alsepkow 7cf03a1
[OffloadTest][DX][VK] Add SV_Depth pixel-shader output test (#1046)
alsepkow 2dff94e
[NFC] clang-format
alsepkow fde7afa
[test] Mark Texture2D.Load.Depth32 UNSUPPORTED on Metal
alsepkow 6372896
[test] Mark SVDepth UNSUPPORTED on Metal
alsepkow e35a7e2
Merge upstream/main into alex/dx-depth-1046
alsepkow b2306cc
[NFC] Add const to ReadbackDX references for clang-tidy
alsepkow bd29d97
Merge remote-tracking branch 'upstream/main' into alex/dx-depth-1046
alsepkow a7b1b16
Trim verbose comments on depth-buffer paths
alsepkow 0932582
[API][DX][VK] Use Format enum for depth-buffer YAML binding
alsepkow ec15b5a
Merge remote-tracking branch 'upstream/main' into alex/dx-depth-1046
alsepkow 5e9a623
Cleanup
alsepkow 814cc33
Merge branch 'main' into alex/dx-depth-1046
alsepkow b2a28e4
[NFC] clang-format
alsepkow db5af03
[NFC] Add const to Fmt for clang-tidy
alsepkow ccf9f96
Merge remote-tracking branch 'upstream/main' into alex/dx-depth-1046
alsepkow c515247
[VK] Only set stencil aspect bit when format has stencil
alsepkow d42b739
Merge upstream/main to pick up transpose XFAIL removal
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Let's use the
copyTextureToBufferfunction on theComputeEncoderinstead ^.^This got recently added to main for the DX12 backend and the VK and MTL backends will use that path soon too.