
178 GPGPU Programming for Games and Science
Subresource 0 (10 x 5)
Subresource 1 (5 x 2)
Subresource 2 (2 x 1)
Subresource 3 (1 x 1)
FIGURE 4.10: The mipmaps for a 10 × 5 texture, labeled with the subre-
source indices.
4.4.3 Subresources
You are likely familiar with textures and the mipmaps associated with
them. Classical mipmapping is about generating a pyramid of textures, the
original texture having the highest resolution and living at the base of the
pyramid, and the tip of the pyramid having the lowest resolution. It is pos-
sible to create a texture in D3D11 and declare that it should have mipmaps.
The texture and mipmaps are said to be subresour ...