protonscr

Sampled texture is solid gray

dxvkclosed d3d11not our bug
doitsujin/dxvk#5843 · opened 2026-08-15 by anonymix007 · updated 2026-08-18 · 2 comments · github
Aanonymix007 2026-08-15 github

I'm running a simple D3D11 example which proceduraly generates a texture, uploads it and then samples onto a quad.
DXVK produces solid gray rectangle:
Image
WINED3D works fine:
Image
WARP also produces expected result in Windows:
Image

Software information

d3d11-srv.cpp

System information

  • GPU: Intel B580
  • Driver: ANV (Mesa 26.1.6-arch1.1)
  • Wine version: wine-11.14
  • DXVK version: 3a4c6fa3cb1548d56a90a38dd8f526b6c13e63fd
Ddoitsujin maintainer 2026-08-18 github

are you sure your demo is working properly? Native D3D11 on AMD looks like this:
Image

Ddoitsujin maintainer 2026-08-18 github

Actually, yeah, this is a bug in your demo. Shader I/O isn't compatible between stages since matching is not done via semantics but rather by register index, and the register indices don't match because PS is missing the position input.

Changing it to

"float4 main(float4 pos : SV_POSITION, float2 texCoord : TEXCOORD) : SV_TARGET {"

is the proper fix here. I think what's happening on WARP/wined3d is similar to DXVK 2.x behaviour where it reads your texture coordinate from the raw position output, but not actually your texture coordinate, which is also why the pattern is flipped.

Image

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