If I want to create an ID3D11ShaderResourceView*
to a buffer with a given DXGI_FORMAT
(e.g. DXGI_FORMAT_R32G32B32
), do I have to also supply a value for D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth
?
The MSDN page says:
This can be determined from the format stored in the shader-resource-view description.
...But then, what's the point of D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth
? When we use a structured buffer you don't specify it; so when would you ever use it?