I have a cuda array on device float *Image_dev{}
result of multiple kernel calls.
It is an RGB image. In the cuda-Directx12 sample (https://github.com/NVIDIA/cuda-samples/tree/master/Samples/simpleD3D12) the result of a computation is an array of Vertex: Vertex *vertices
.
Is it recommended to create a Vertex array from the float array or is there a way to create a texture that would be mapped onto a quad (rectangle)for the Directx12 part ? If yes, how should I do this ?
I’m trying to have minimum complexity in this process, to keep as much as possible the quality of the image (keep it a float*), and have it ready to be used for 10bits and HDR display in Directx.