I'd like to create a mipmap chain for a 2D texture by blitting the base image into mip levels. In Vulkan, vkCmdBlitImage
can be used to do this while linearly filtering the image (see another question). How can I achieve the same in D3D12?
Afaik D3D12 has no such functionality and you're supposed to generate the mip map chain with a compute shader like this one from the MiniEngine in the DX samples provided by MS.