In my current GBuffer implementation, for each render targets, I store 3 objects as class members:
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_t0; //Normal
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_rtv0;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_srv0;
?
I found that I don’t use ID3D11Texture2D object in my code after RTV and SRV initialization.
I am thinking on releasing the texture object right after RTV and SRV creation.
But I am not sure about usage of the texture object in other use cases.
Anyone has an idea, when keeping texture object for render target is useful?