You can use it for any workload that can use D3D12 buffers or textures as input. All the API does for you is transfer data from disk to ID3D12Resource object. After that it is up to you to do whatever you want - use it for fragment shader or compute shader input, etc.. If you use other api's like cuda or vulkan, then you'll need to use interop to create their resources using D3D12 backed resource (or do a copy, whatever is possible there).
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