In the last video, I gave an overview of Direct3D 12 pipelines and talked about the root signature and how to create one. We saw that filling in all the necessary data structures for creating a root signature is a rather tedious exercise and it would be nicer if we had some kind of helper functions that would help us achieve this goal with less typing. Today, I'm going to write these helper classes and functions. Further, I'll show you how pipeline state objects are created and write helper functions for those as well.
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00:00 - intro
01:01 - root parameter helper class
05:16 - root signature description helper class
07:10 - create root signature helper function
12:29 - explain how root signature parameters are set during rendering
15:27 - explain pipeline state object creation using pipeline state streams
20:09 - template helper class for pipeline state sub-objects
22:35 - generating pipeline state sub-object helper types
26:46 - create pipeline state object helper functions
keywords: DirectX graphics and compute pipeline, root signature
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries