I would like to use the Render Target as the input the Compute Shader in DirectX 11. I only need to read the Render Target in the Compute Shader, and in my case I do not have to render the Compute Shader output (although I do have to consume this in the CPU later, and may need to process it in additional Compute Shader passes.)
I have seen comments that this is possible, but I cannot seem to find any sample code that shows how to consume the render target (a Texture2D) as a Compute Shader Buffer in a Shader Resource View. I have tried a number of options, but have not been able to create the Shader Resource View that the Computer Shader needs as input.
A pointer to a fragment of sample code would be most appreciated.