Is it possible in DirectX 11 to downsample a depth stencil buffer, and then re-bind it again as a read-only depth stencil buffer ? I only managed to bind it as a shader resource view but I would like, if possible, to take advantage of early depth culling and the stencil buffer. The use case is volumetric effects, rendered at half resolution, although the question is relevant to lower res rendering in general.
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