Refactor: use CreateDescriptorRange

This commit is contained in:
2026-03-17 01:34:00 +08:00
parent 312699e262
commit ac9a62082e

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@@ -220,11 +220,7 @@ ID3D12RootSignature* InitRootSignature() {
rootParameters[1] = D3D12RootSignature::Create32BitConstants(0, 4, ShaderVisibility::Vertex, 0); rootParameters[1] = D3D12RootSignature::Create32BitConstants(0, 4, ShaderVisibility::Vertex, 0);
D3D12_DESCRIPTOR_RANGE descriptorRange[1]; D3D12_DESCRIPTOR_RANGE descriptorRange[1];
descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptorRange[0] = D3D12RootSignature::CreateDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1);
descriptorRange[0].RegisterSpace = 0;
descriptorRange[0].BaseShaderRegister = 0;
descriptorRange[0].NumDescriptors = 1;
descriptorRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
rootParameters[2] = D3D12RootSignature::CreateDescriptorTable(1, descriptorRange, ShaderVisibility::Pixel); rootParameters[2] = D3D12RootSignature::CreateDescriptorTable(1, descriptorRange, ShaderVisibility::Pixel);
rootParameters[3] = D3D12RootSignature::CreateSRV(0, ShaderVisibility::All, 1); rootParameters[3] = D3D12RootSignature::CreateSRV(0, ShaderVisibility::All, 1);