一、填充D3D11_TEXTURE2D_DESC
D3D11_TEXTURE2D_DESC desc;
desc.Width = 1920;
desc.Height = 1080;
desc.MipLevels = desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DYNAMIC; // 动态
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; // shader
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
二、ID3D11Device::CreateTexture2D
ID3D11Device* pd3dDevice; // 初始化后再执行下一步
......initialize.......
ID3D11Texture2D *pTexture = NULL;
pd3dDevice->CreateTexture2D(&desc, NULL, &pTexture);