I am faced with the following scenario:
0) I have a compute pipeline which produces output which I would like to be copied verbatim into render targets exposed by the swap chain.
1) In DirectX 11, the compute pipeline could have written directly into a render target exposed by the swapchain, but one cannot do this in DirectX 12 (see discussion here: D3D12 Use backbuffer surface as unordered access view (UAV))
2) Therefore, my compute pipeline will have to write to an output resource X, which is not a render target exposed by the swapchain.
Question: what is the best/easiest way to transfer data from X, to a render target exposed by a swapchain?
There is only one possible solution I am aware of: have a "dummy" graphics pipeline which does nothing apart from take data from X and write it into a render target.