Original Post
I'm currently working on implementing shadow mapping. I'm using DirectX 11 at feature level 9.1 since that is what my laptop supports. It seems the texture formats supported as render targets at this feature level is pretty limited.
The table here shows what is supported.
http://msdn.microsoft.com/en-us/library/ff471324%28v=vs.85%29.aspx
R8G8B8A8_UNORM
R8G8B8A8_UNORM_SRGB
These seem to be the only supported render target formats. This means that I can only store 8 bits of depth precision, rather than using the full 32. What would be ideal is if I could use R32_FLOAT.
Is there a way I can somehow use R8G8B8A8_UNORM or R8G8B8A8_UNORM_SRGB, but use all 32 bits to store a single value, rather than only 8 bits?
The table here shows what is supported.
http://msdn.microsoft.com/en-us/library/ff471324%28v=vs.85%29.aspx
R8G8B8A8_UNORM
R8G8B8A8_UNORM_SRGB
These seem to be the only supported render target formats. This means that I can only store 8 bits of depth precision, rather than using the full 32. What would be ideal is if I could use R32_FLOAT.
Is there a way I can somehow use R8G8B8A8_UNORM or R8G8B8A8_UNORM_SRGB, but use all 32 bits to store a single value, rather than only 8 bits?