Refactor: use CreateSamplerDesc for cleaner sampler creation

This commit is contained in:
2026-03-17 01:20:00 +08:00
parent 3d6787b6a4
commit f4db1eafea

View File

@@ -229,12 +229,7 @@ ID3D12RootSignature* InitRootSignature() {
rootParameters[3] = D3D12RootSignature::CreateSRV(0, ShaderVisibility::All, 1);
D3D12_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
D3D12_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateSamplerDesc(FilterMode::Linear, TextureAddressMode::Clamp);
D3D12_STATIC_SAMPLER_DESC staticSamplerDesc = D3D12RootSignature::CreateStaticSampler(0, samplerDesc, ShaderVisibility::Pixel);
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = D3D12RootSignature::CreateDesc(