I am using a custom compute shader which reads from a SRV.
Currently I load a still image via UTexture2D and get the FTexture2DRHIRef via
static_cast<FTexture2DResource*>(InputRgbaTexture->Resource)->GetTexture2DRHI();
from which I create a SRV using RHICreateShaderResourceView(…).
Now I want to do the same with a Media Texture, but there doesn’t seem to be a simple way to do so, if the textures sink mode is Buffered.
Using AcquireTextureSinkBuffer() to get the raw data and copying it to another Texture seems weird.
Is there a simpler way?