Here is my case:
An empty 2d texture is created and then it is filled with some memory without mipmap information.
I want to generate mip mapping for the texture.
It's dx11. I see there is an interface called "GenerateMips" could do some sort of job.
But "GenerateMips" requires the "D3D11_RESOURCE_MISC_GENERATE_MIPS" , which is only available if the texture is both a render target and shader resource.
My texture is just used for texture mapping , it's not a render target of course.
So how can I generate mip map using DX11 interface.
( I know I can generate mipmap using cpu code , but I just want to know the professional way of doing it.)