To copy existing textures to a texture array, you can use CopySubresourceRegion using the destination subresource index described below.
To create a new texture array with initial data, you specify multiple subresources (array slices / mip levels) using an array of SUBRESOURCE_DATA structures. Subresource index is defined as mip slice + array slice * mip leves
. So for a 2-slice 3-MIP texture array, you would have the following subresources:
[0]: slice 0 mip 0
[1]: slice 0 mip 1
[2]: slice 0 mip 2
[3]: slice 1 mip 0
[4]: slice 1 mip 1
[5]: slice 1 mip 2
This is described in more detail at the following page: https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-subresources