Is it possible to bind a texture with a different format as render target and as shader resource view?
Specifically with a different _SRGB suffix. My goal is to render a shader into an R8G8B8A8_UNORM texture but read the render target in another shader as R8G8B8A8_UNORM_SRGB, or the other way around. Basically controlling on the read and write side whether automatic sRGB conversion should happen. There is no window or swap chain involved.
So far, I get an invalid args exception when I try to create a texture view with a different format. I am using the Stride game engine set to Directx 11 graphics API, which uses SharpDX.