Just a quick question,
is it possible to bind the depth buffer to a shader resource view with FEATURE_LEVEL_9_3?
Because I constantly get an error, if I use both D3D11_BIND_DEPTH_STENCIL and D3D11_BIND_SHADER_RESOURCE as flags.
CD3D11_TEXTURE2D_DESC depthStencilDesc(DXGI_FORMAT_D24_UNORM_S8_UINT, static_cast<UINT>(m_renderTargetSize.Width), static_cast<UINT>(m_renderTargetSize.Height), 1, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE); ComPtr<ID3D11Texture2D> depthStencil; DX::ThrowIfFailed(m_d3dDevice->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil));
//Edit: Found my mistake, the format has to be DXGI_FORMAT_R24G8_TYPELESS