[D3D12] Change root signature to allow vfetch in pixel shaders
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@@ -225,7 +225,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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parameter.DescriptorTable.NumDescriptorRanges = 1;
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parameter.DescriptorTable.pDescriptorRanges = ⦥
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parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range.NumDescriptors = 1;
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range.BaseShaderRegister = 0;
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@@ -245,7 +245,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range.NumDescriptors = pixel_texture_count;
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range.BaseShaderRegister = 0;
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range.BaseShaderRegister = 1;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = 0;
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++desc.NumParameters;
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