I'm working on SAO (http://graphics.cs.williams.edu/papers/SAOHPG12/) and I want to store my ambient obscurance term (a value between 0.0 and 1.0) in a texture.
When I did shadowmapping, I created my depth-texture as
DXGI_FORMAT_R32_TYPELESS and the shader resoure view as
DXGI_FORMAT_R32_FLOAT, however with this I want a
DXGI_FORMAT_R8_TYPELESS format and a
FLOAT equivalent, yet there appears to be none according to the docs (http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059(v=vs.85).aspx)
1) What texture/srv/rtv format should I use if I want to store/read/write 8-bit float values?
2) Does the format used really matter? Does directx do any behind-the-scenes alterations to the texture data? Is a
DXGI_FORMAT_R8_UNORM treated differently from a
DXGI_FORMAT_R8_SNORM for example?