Hey all.
I'm using the R11G11B10_FLOAT format my preconvoluted environment maps, because the format really shines for those. Currently I convolute the environment maps on the CPU, encode from float3 to R11G11B10f on the CPU as well and then upload the resulting pixels to the GPU.
Now I would like to move my convolution from the CPU to a compute shader for fun and no profit, but I've 'hit a bit of a snag'. As I'm using DirectX 11.1 I can't expect my hardware to support UAVs with this format. If I could create a UAV with the format R32_INT, then I would happily do that and encode the colors myself in the compute shader, but that won't work either. As far as I understand the documentation there's also no way for me to use any of the typeless formats, since none of them have an [11, 11, 10] bit layout and that is somehow a requirement.
So, is there any way for me to convolute a texture on the GPU and store the result in a mipmapped texture with the format R11G11B10_FLOAT?
Cheers
Asger