I have a protocol to prepare with a combining shader a texture from two other textures and saving it in RGBA8_UNORM DDS format using DX11SaveTextureToFile. Works fine. It appears to me that I don’t really need the A channel and want to use RGB565_UNORM instead with the corresponding combining shader. But the outputed file can’t be reopen, including with DXtexTool. The DX11CfreateShaderResourceViewFromFile return E_FAIL.
I’ve seen that some header is added for non standard RGB format but I guess this may be handled by the loader/saver functions.
I use DX11CfreateShaderResourceViewFromFile this way:
DX11CreateShaderResourceViewFromFile(pDC11, FileName, NULL, NULL, &pSRV, NULL);
Should I add someting to consider any added header?