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It might help if you explained what you are doing with that texture exactly... In general, there are lots of good performance reasons why you can't easily access texture data in Direct3D resources from the CPU... You can't map D3D11_USAGE_DEFAULT textures as they are allowed to be placed into memory that is potentially inaccessible the CPU, and is therefore ...


If you don't need the pixel shader (eg: you don't write to depth manually in there or don't use discard), you can just set the Pixel Shader stage to null. Depth stencil will still be written to, and your warning message will disappear. so just doing deviceContext->PSSetShader(NULL,NULL,0); Will do the trick. It (should) also be faster since you ...

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