Refactor: use CreateDesc for SRV

This commit is contained in:
2026-03-17 01:27:37 +08:00
parent f615a86aab
commit 9fe79681fb

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@@ -567,11 +567,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
ID3D12DescriptorHeap* descriptorHeaps[] = { srvHeap.GetDescriptorHeap() };
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = XCEngine::RHI::D3D12ShaderResourceView::CreateDesc(XCEngine::RHI::Format::R8G8B8A8_UNorm);
D3D12_CPU_DESCRIPTOR_HANDLE srvHeapPtr = srvHeap.GetCPUDescriptorHandleForHeapStart();
gTextureSRV.InitializeAt(d3dDevice, texture, srvHeapPtr, &srvDesc);