Since D3D12 gives us a finer grained access to memory I wonder if it's possible to reinterpret a part of a texture as a new texture without copying it.
For instance if I have a 1024 x 1024 render target, is it possible to create a resource view out of the 512x512 left hand lower corner out of it without using a texture copy operation ? Or any arbitrary 512 x 512 pixel windows ?
I didn't find any obvious way to create such a texture view in d3d12 api. I know textures may be stored in a tiled/swizzled way for performance reasons and in such way it's impossible to get a texture out of another one by carefully choosing offset and pitch. On the other hand d3d12 texture may be created with the "layout row major" flag which description is available here :
https://msdn.microsoft.com/en-us/library/windows/desktop/dn770442(v=vs.85).aspx
but even with a well defined texture layout I'm not sure the API allows to reinterpret texture data in 2 different ways.
To be honest I didn't test with D3D12 Heap and texture aliasing functions at the moment.