From Microsoft Docs, I can specify the root signature of my shader in HLSL. How do I use it though?
Since at the beginning of the command list, root signature is undefined. I need to use ID3D12GraphicsCommandList::SetComputeRootSignature(ID3D12RootSignature*)
or ID3D12GraphicsCommandList::SetGraphicsRootSignature(ID3D12RootSignature*)
set root signature, but having specified in HLSL instead of C++ code, I do not have a pointer to my root signature objects, how should it be done then?