   Can't read stencil values in a shader
  Hi,I am running out of ideas on why my stencil values aren't showing up in a test shader I wrote.I am using Windows 7 and a Radeon 5870.Setup code:// create textureD3D11_TEXTURE2D_DESC desc;desc.Width  = width;desc.Height  = height;desc.MipLevels= 1;desc.ArraySize= 1;desc.Format  = DXGI_FORMAT_R24G8_TYPELESS;desc.SampleDesc.Count = 1;desc.SampleDesc.Quality = 0;desc.Usage  = D3D11_USAGE_DEFAULT;desc.BindFlags= D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;desc.CPUAccessFlags   = 0;desc.MiscFlags= 0;HRESULT hr = d3d->CreateTexture2D( &desc, NULL,&m_DsTexture.m_Texture);  D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; dsvd.Format   = DXGI_FORMAT_D24_UNORM_S8_UINT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Flags    = 0; dsvd.Texture2D.MipSlice = 0; VERIFY_HR( d3d->CreateDepthStencilView( m_DsTexture.m_Texture,// pResource &dsvd, // pDesc &m_DsWriteView ));    // ppRTView// Create the shader resource view D3D11_SHADER_RESOURCE_VIEW_DESC descSRV; descSRV.Format =  DXGI_FORMAT_X24_TYPELESS_G8_UINT;  descSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; descSRV.Texture2D.MipLevels = 1; descSRV.Texture2D.MostDetailedMip = 0; VERIFY_HR( d3d->CreateShaderResourceView( m_DsTexture.m_Texture,    &descSRV,    &m_DsTexture.m_View ) );Shader code:Texture2D<uint> g_StencilTexture : MAKE_TEXTURE_REG( TEX_UNIT_BASE );float4 PS_Stencil_Test(in PS_Tex0 input ) : SV_TARGET{  // m_Tex0 contains unnormalized UV coordinates  float4 sample = g_StencilTexture.Load(int3(input.m_Tex0.xy, 0));  return float4(sample.xyz != 0.0.xxx, 1.0);}I did try clearing the stencil values to 0xFF hoping to obtain a white color output but still no luck!I modified the code and I got it to show depth just fine but stencil is failing me badly.Abdul   
  What do you know, I just switched from ps 4.0 profile when compiling my shader to 5.0 and everything works as I would expect.Sigh!   ;  What are the differences in asm code from the shader compiled to 4.0 vs 5.0 ?   ;  ps_4_0dcl_resource_texture2d (uint,uint,uint,uint) t6dcl_input_ps linear v1.xydcl_output o0.xyzwdcl_temps 1ftoi r0.xy, v1.xyxxmov r0.zw, l(0,0,0,0)ld r0.xyzw, r0.xyzw, t6.xyzwutof o0.xyz, r0.yyyymov o0.w, l(1.000000)ret vs ps_5_0dcl_globalFlags refactoringAlloweddcl_resource_texture2d (uint,uint,uint,uint) t6dcl_input_ps linear v1.xydcl_output o0.xyzwdcl_temps 1ftoi r0.xy, v1.xyxxmov r0.zw, l(0,0,0,0)ld_indexable(texture2d)(uint,uint,uint,uint) r0.y, r0.xyzw, t6.xyzwutof o0.xyz, r0.yyyymov o0.w, l(1.000000)ret   ;  It turns out ps_4_0 is just fine what happened though was when I switched to ps_5_0 I also started declaring my texture resource as Texture2D<uint4> instead of Texture2D<uint> and since the stencil value is stored in the y (green) component of the texture according to the DXGI_FORMAT_X24_TYPELESS_G8_UINT format, I was originally discarding it.Sigh!   