Refactor: use CreateDescriptorRange
This commit is contained in:
@@ -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);
|
||||||
|
|||||||
Reference in New Issue
Block a user