I'm new to direct3d programming and I have been building a simple windows application to display 4 images one after other with d3d12. I know a basic understanding of the D3D12 architecture and so far I've created four command allocator (backb buffer size = 4) , a command list, a command queue, descriptor heap, and a fence. I also have loaded my images from file using WIC. I know somehow I have to make image texture data as a resource. While that part is still not clear, I'd like to clarify how I can make texture out of a loaded image in d3d12.
What is the D3D12 equivalent of D3D11 CreateTexture2D?
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The basics of Direct3D 12 texture upload is demonstrated in the
D3D12HelloTexturesample on the DirectX-Graphics-Samples GitHub repro.It uses the
UpdateSubresourceshelper function the D3DX12.h C++ inline only utility header.UPDATE: DirectX Tool Kit for DirectX12 is now available. Take a look at DDSTextureLoader and WICTextureLoader.