Resolving a Depth/Stencil buffer?
Hardware Support for Direct3D 11 Formats
How to resolve a multisampled depth buffer to a depth texture?
Can i resolve a multisampled depth buffer into a texture?
Coping from FBO’s stencil to main stencil buffer ?
ID3D11DeviceContext::OMSetRenderTargets method
DirectX 11 framebuffer capture (C++, no Win32 or D3DX)
D3D11_RESOURCE_MISC_FLAG enumeration