Hey Guys,
Currently I am working on a small project which need to have a extended 'Depth Buffer' which not only store the closest depth but also the furthest depth (as far as I know no such thing exist in DirectX) so I turned to Alpha Blend, I store pixel depth in both red channel and alpha channel, and configure blenddesc to keep max color and min alpha when blending happens. With depth test off, it works like a charm.
However, I didn't use the other three channels at all, so I was wondering can we enable alpha blend for format like DXGI_FORMAT_R16G16_FLOAT? which essentially have only one color channel and one alpha channel?
Or there is a much better way (efficient way) to get pixel's min/max depth?
Thanks
Peng