How do you undo the morton pattern? Would you create it with something like D3D12_TEXTURE_LAYOUT_STANDARD_SWIZZLE? That seems not not be the intended usage of the flag but it also implies that an undefined swizzle will be, well, undefined.
For the unknown swizzles, you can only guess standard patterns, and attempt to see if they're faster (since it's GPU specific). Obviously on console it's way easier since the HW is fixed.
Checkout this tweet history.
If the hardware is automatically translating texture indices for you, could you maybe alias the texture memory as a buffer, write a known pattern, and then undo the pattern?
I suppose you could but I'm not sure if it's legal to do that. Might not work on future hardware? Honestly I don't know.