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[DirectX11] Create ID3D11Texture
ID3D11Texture2D * CreateTexture(ID3D11Device *myDevice, int w, int h, DWORD colorABGR)
{
	ID3D11Texture2D *tex;
	D3D11_TEXTURE2D_DESC tdesc;
	D3D11_SUBRESOURCE_DATA tbsd;

	DWORD *buf = (DWORD*)malloc(sizeof(DWORD)*(w*h);
	//ABGR
	for (int i = 0; i < h; i++)
	{
		for (int j = 0; j < w; j++)
		{
			buf[i*w + j] = colorABGR;
		}
	}
	tbsd.pSysMem = (void *)buf;
	tbsd.SysMemPitch = w * 4;
	tbsd.SysMemSlicePitch = w*h * 4;
	tdesc.Width = w;
	tdesc.Height = h;
	tdesc.MipLevels = 1;
	tdesc.ArraySize = 1;

	tdesc.SampleDesc.Count = 1;
	tdesc.SampleDesc.Quality = 0;
	tdesc.Usage = D3D11_USAGE_DEFAULT;
	tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;

	tdesc.CPUAccessFlags = 0;
	tdesc.MiscFlags = 0;

	if (FAILED(myDevice->CreateTexture2D(&tdesc, &tbsd, &tex)))
		return(0);

	free(buf);
	return(tex);
}
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