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Member Since 08 Aug 2010
Offline Last Active Jan 27 2016 11:46 AM

Posts I've Made

In Topic: D3d12 : d24_x8 format to rgba8?

27 January 2016 - 08:17 AM

I think the correct way to access depth-stencil surface as texture (SRV) is to


1. create the resource as:



2. create depth stencil surface as:



3. Create *two* separate SRVs for accessing depth and stencil parts of the surface of formats:




You can only access depth from the first SRV (by reading red/x component of the texture as normalized float value) and only access stencil component from the second SRV (reading as unsigned integer).


This should work on all IHVs.

In Topic: C++ Graphics help.

01 January 2013 - 10:34 PM

Once you are comfortable with drawing pixels using openGL, you may also try cuda-opengl interop feature. This allows openGL to directly access texture from GPU device memory without needing to copy it to CPU memory. This tutorial could be helpful: