[D3D12] Change root signature to allow vfetch in pixel shaders

This commit is contained in:
Triang3l
2018-08-30 14:02:32 +03:00
parent ac9d3d0b59
commit 501bec8e5e
2 changed files with 4 additions and 4 deletions

View File

@@ -225,7 +225,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = ⦥
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = 1;
range.BaseShaderRegister = 0;
@@ -245,7 +245,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = pixel_texture_count;
range.BaseShaderRegister = 0;
range.BaseShaderRegister = 1;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
++desc.NumParameters;