This code creates a 256x256 RGBA texture resource with a single mipmap level, no multisampling, and binds it as a shader resource. Example 2: Updating texture dataC++ D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT hr = pContext->Map(pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (SUCCEEDED(hr)) { uint8_t* pData = static_cast