Hello everyone,
I have a little question about depth resource and D3D12.
I need to have mip levels of the depth buffer(as described in some SSR techniques). What I thought I could do was run the geometry pass to get the depth, then use a compute shader to generate the mip levels of the depth buffer, in the same resource as the depth buffer.
So I created a resource, with D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, but as I needed it in the compute shader, I also had to set the ALLOW_UNORDERED_ACCES flag... which is not compatible with the first one .
My question is do I need to create another resource, copy the depth buffer to it and generate the mip levels on that copied resource ? or am I missing something and there's a way to do it directly in the depth buffer resource ?
Thanks