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HLSL uses Root Signatures to specify the table of resources and other binding elements. In DirectX 12+ root signatures can be specified in HLSL source files using the [RootSignature(...)] attribute on entry functions and a signature description syntax defined in this documentation:
HLSL uses Root Signatures to specify the table of resources and other binding elements. In DirectX 12+ root signatures can be specified in HLSL source files using the
[RootSignature(...)]
attribute on entry functions and a signature description syntax defined in this documentation:https://learn.microsoft.com/en-us/windows/win32/direct3d12/specifying-root-signatures-in-hlsl
Root Signatures are compiled into attributes embedded in the IR that then get encoded into runtime data structures which are read by the D3D runtime.
Milestones
Compile a broad selection of compute shaders (#11)
Ray Tracing (#18)
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