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A depth target lives only in a GPU image (its guest surface is never written), so a texture over its depth or stencil plane now samples that image through a view of the plane's aspect: R32_SFLOAT for D32, R16_UNORM for D16, R8_UINT for stencil, one level and slice at the surface's extent. Other shapes, and storage access to a depth surface, throw. Depth images get the sampled usage, and the barriers after a render pass and before a dispatch include depth attachment writes. Co-Authored-By: Claude Opus 5.5 <[email protected]>