Add CreateDescriptorRange helper
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@@ -39,6 +39,7 @@ public:
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static D3D12_STATIC_SAMPLER_DESC CreateStaticSampler(uint32_t shaderRegister, const D3D12_SAMPLER_DESC& desc, ShaderVisibility visibility = ShaderVisibility::Pixel);
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static D3D12_STATIC_SAMPLER_DESC CreateStaticSampler(uint32_t shaderRegister, const D3D12_SAMPLER_DESC& desc, ShaderVisibility visibility = ShaderVisibility::Pixel);
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static D3D12_SAMPLER_DESC CreateSamplerDesc(FilterMode filter, TextureAddressMode address, float maxLOD = D3D12_FLOAT32_MAX);
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static D3D12_SAMPLER_DESC CreateSamplerDesc(FilterMode filter, TextureAddressMode address, float maxLOD = D3D12_FLOAT32_MAX);
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static D3D12_DESCRIPTOR_RANGE CreateDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE type, uint32_t baseShaderRegister, uint32_t numDescriptors, uint32_t registerSpace = 0);
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private:
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private:
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12RootSignature> m_rootSignature;
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@@ -128,5 +128,15 @@ D3D12_SAMPLER_DESC D3D12RootSignature::CreateSamplerDesc(FilterMode filter, Text
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return desc;
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return desc;
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}
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}
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D3D12_DESCRIPTOR_RANGE D3D12RootSignature::CreateDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE type, uint32_t baseShaderRegister, uint32_t numDescriptors, uint32_t registerSpace) {
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D3D12_DESCRIPTOR_RANGE range = {};
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range.RangeType = type;
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range.NumDescriptors = numDescriptors;
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range.BaseShaderRegister = baseShaderRegister;
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range.RegisterSpace = registerSpace;
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range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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return range;
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}
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} // namespace RHI
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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