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