I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created:

depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D10_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;

m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer);

Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?


1 Answer 1


You bind that texture to a depth stencil view and also a shader resource view to sample from it in another shader.

You need to add D3D10_BIND_SHADER_RESOURCE to the depthBufferDesc.BindFlags field.

  • \$\begingroup\$ I have following settings for stencil depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; and this how I try to obtain resource D3D10_SHADER_RESOURCE_VIEW_DESC srDesc; srDesc.Format = DXGI_FORMAT_R32_FLOAT; srDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srDesc.Texture2D.MostDetailedMip = 0; srDesc.Texture2D.MipLevels = 1; ID3D10ShaderResourceView* Resource; m_device->CreateShaderResourceView( m_depthStencilBuffer, &srDesc, &Resource ); \$\endgroup\$
    – innochenti
    Mar 18, 2012 at 18:30
  • \$\begingroup\$ You need to make sure that your formats match up - in this case use DXGI_FORMAT_R24G8_TYPELESS for the SRV desc. \$\endgroup\$ Jun 16, 2012 at 19:45

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