A 2D texture interface manages texel data, which is structured memory.
The ID3D10Texture2D interface has these methods.
|ID3D10Texture2D::GetDesc||Get the properties of the texture resource.|
|ID3D10Texture2D::Map||Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.|
|ID3D10Texture2D::Unmap||Invalidate the pointer to the resource that was retrieved by ID3D10Texture2D::Map, and re-enable GPU access to the resource.|
Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D10Device::CreateRenderTargetView, and ID3D10Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D10Device::CreateShaderResourceView.