There's a suprising lack of documentation on loading DXT compressed data into DX11. Here are a few questions:
1. Is creating a compressed texture resource as simple as passing in the BC compressed data like normal texture data, but with the DXGI_FORMAT_BC--- flags as the format?
2. How do I create mip maps of BC compressed data? I assume I should create mip maps with the uncompressed textures, and then compress them afterwards. Which leads me to..
3. How do I compute mip map offsets for compressed textures, so I can create/load them in properly? I want to compress a 2D texture array and generate mip maps before game start, but I'm not quite sure how to load them all up on resource creation.
4. Do BC formats need to be sampled in some special way, or does DX11 take care of it?