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A 2D array storage view of a depth plane from slice 0 threw. It now gets a storage image over all its slices: each slice with a depth surface at the plane's address plus a whole depth slice per layer is copied from that surface before every use and back after the work; the other slices hold guest memory like any storage image. Cubes, stencil arrays, later base slices and layer pitches other than the depth slice size still throw. GTA V (PPSA04264) stops at compute shader 0x242d4a200 on a 5-slice R32 Z_64KB_X array over its shadow depth surfaces. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01V1W4jdNSKTV7xwuS6xQPJV