The data's on the cpu. I was hoping I could upload in DXGI_FORMAT_R32G32B32A32_FLOAT
and CopyTextureRegion
would do the conversion for me, but it only copies raw bits around.
So it seems like there are only two options, write a compute shader to do the conversion
RWTexture2D<unorm float4> RgbaTexture: register(u0);
...
RgbaTexture[uint2(..)] = float4(...);
(which I don't want to do) or do the conversion on the cpu. But I'm confused about the unorm format.