Accessing depth buffer from postopaque compute shader

Oh my, completely forgot about this thread. I solved the problem shortly after my last post.
I found that the scenedepth got bound as render depth some calls before my code was called which resulted in my SRV bind silently failing. I was a bit surprised when I realized this did not trigger any API warnings even though I have all logging turned on in D3D11.
Quite frustrating to be honest.

But as always, Renderdoc to the rescue :slight_smile:

Best regards,
Temaran