Is it possible to use a texture generated by C++ AMP as a screen buffer?
I would like to generate an image with my C++ AMP code (already done) and use this image to fill the entire screen of Windows 8 metro app. The image is updated 60 times per second.
I'm not at all fluent in Direct3D. I used Direct2d template app as a starting point.
First I tried to manipulate the buffer from swap chain in the C++ AMP code directly, but any attempt to write to that texture caused an error.
Processing data with AMP on GPU, then moving it to CPU memory to create a bitmap that I can use in D2D API seems way inefficient.
Can somebody share a piece of code that would allow me to manipulate swap chain buffer texture with C++ AMP directly (without data leaving the GPU) or at least populate that buffer with data from another texture that doesn't leave the GPU?