Draw RGB pixel array to DirectX-11 render view

IF you can make sure your staging resource matches the exact resolution and format of the render target you are given:

  1. Create a staging resource

  2. Map the staging resource, and copy your data into it.

  3. Unmap the staging resource

  4. UseGetResource on the RTV to get the resource

  5. CopyResource from your staging to that resource.

Otherwise, IF you can count on Direct3D Hardware Feature level 10.0 or better, the easiest way would be:

  1. Create a texture with USAGE_DYNAMIC.

  2. Map it and copy your data into the texture.

  3. Unmap the resource

  4. Render the dynamic texture as a ‘full-screen’ quad using the ‘big-triangle’ self-generation trick in the vertex shader:

SamplerState PointSampler : register(s0);
Texture2D<float4> Texture : register(t0);

struct Interpolators
    float4 Position : SV_Position;
    float2 TexCoord : TEXCOORD0;

Interpolators main(uint vI : SV_VertexId)
    Interpolators output;

    // We use the 'big triangle' optimization so you only Draw 3 verticies instead of 4.
    float2 texcoord = float2((vI << 1) & 2, vI & 2);
    output.TexCoord = texcoord;
    output.Position = float4(texcoord.x * 2 - 1, -texcoord.y * 2 + 1, 0, 1);

    return output;

and a pixel shader of:

float4 main(Interpolators In) : SV_Target0
    return Texture.Sample(PointSampler, In.TexCoord);

Then draw with:

ID3D11ShaderResourceView* textures[1] = { texture };
context->PSSetShaderResources(0, 1, textures);

// You need a sampler object.
context->PSSetSamplers(0, 1, &sampler);

// Depending on your desired result, you may need state objects here
context->OMSetBlendState(nullptr, nullptr, 0xffffffff);
context->OMSetDepthStencilState(nullptr, 0);

Draw(3, 0);

For full source for the “Full Screen Quad” drawing, see GitHub.

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