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The stride didn't match the structure size used in the shader. This didn't seem to be a problem on AMD and WARP, but it was on NVIDIA on Windows. Specifically, it seems that the buffer is read using the shader structure size (so most tests pass), but bounds are checked using the buffer stride, so a test returned zero simply because an out-of-bounds read was detected.
6.8 KiB
6.8 KiB