I've written my own file format in which I store mip-level slices of a texture in the order highest to lowest (the data is compressed with BC1).
Now I'm trying to initialize a D3D11 texture with the binary data from my file format.
Updating only the first mip-level of the texture works without any problems, but what I'd like to do is to upload all mip-levels from the file to the GPU in one go.
Is this even possible ? Currently I'm using UpdateSubresource to upload the binary data. Is this maybe possible with a staging buffer and CopySubresourceRegion ?
Thanks for any hints