SaveDDSTextureToFile() saves a black texture instead the expected
问题 I have created a red colored texture of DXGI format DXGI_FORMAT_R32_FLOAT. I have a byte buffer of red color pixels where 4 byte per pixel is prepared. The byte buffer is then copied using device context map and unmap functions and after that I have created a shader resource view. I have get the resource back from resource view then passed that to SaveDDSTextureToFile() to save the bitmap data to dds file format. But when I am going to save it in dds in file to check it's saves a same sized