I’m trying to use some data processed by a CUDA kernel as a texture in a DirectX shader. I can get a texture pointer by mapping it, and then do a memcopy, but I’m unsure whether this is the best way to do it.
The flow is basically this:
Data in -> Process in CUDA -> Transfer to DirectX Texture -> Render to a surface using a shader -> Flip buffers
Is there any “best practice” way of doing this? I have not been able to find anything in the documentation.