DirectX::CreateShaderResourceView( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pSRV );
int main()
if (SUCCEEDED(hr))
// Optional: Create SRV ID3D11ShaderResourceView* pSRV = nullptr; pDevice->CreateShaderResourceView(pTexture, nullptr, &pSRV); nd3d11 texture create from file