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Question DX12 Native plugin texture binding

Discussion in 'General Graphics' started by Saniell, Dec 15, 2022.

  1. Saniell


    Oct 24, 2015
    In DirectX 11 you could easily bind a texture by using
    SSetShaderResources, but this is not possible in DX12 at all, because it requires RootSignature to be constructed manually. I've looked into native rendering API and it seems like there is no way to interact with root signature that is currently being used?

    Obviously I can create my own, but this is not very desirable for the obvious reasons, I want to just bind one texture from native plugin
    c0d3_m0nk3y likes this.