Well, resuming this monologue - I’ve found the problem spot, I wasn’t one of my crazystupid shaders - it’s dynamic texture dx11 node with fft connected, both regular and “color” are producing same result - once per minute black squares glitch appearing all over the renderer.
I have found another cause of this, which was producing all sorts of mayhem, like alphas being applied in one renderer but not another, and blended quads going black only if they weren’t stacked over others, etc. etc.
The culprit was a FileTexture (DX11 2d) node that had a file specified that did not exist. Apparently the non-texture it was outputting as a result when applied to a quad screws up the blending in the render.
So check your FileTextures too! Sounds like DX11 needs to handle absent textures a little more gracefully and/or throw a better error message.
I’m having a strange behaviour with Render State Stack here, too. I’m working on a non-DirectX11-Graphics card at the moment (old Intel HD with DX10.1) and found out that FileTexture (DX11) is not loading a single Filename.
When inserting a spread, filetexture loads the image and I can use it in the DX11-Renderer!