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Just make a bitmap and draw it: D2D1_SIZE_U size; D2D1_BITMAP_PROPERTIES1 bitmapProperties; size.width = m_width; size.height = m_height; bitmapProperties.bitmapOptions = D2D1_BITMAP_OPTIONS::D2D1_BITMAP_OPTIONS_NONE; bitmapProperties.colorContext = nullptr; bitmapProperties.dpiX = 96; bitmapProperties.dpiY = 96; bitmapProperties.pixelFormat....


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ID3D12Device::CreateRootSignature expects a pointer to the data, as well as the data length. You could combine your shader and root signature into one blob, but you'd need to know the offset from the start of the file to your signature (or if the signature were first, then when you create a shader you would need to know the offset from the start of the file ...


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The solution here is to build an explicit root signature binary and then use that one. The DXIL Library itself doesn't contain the signature, only references to it. The actual command-line is a bit tricky and unintuitive, but it's much easier if you define your signature as a #define: #define LocalRootSignature "RootFlags(LOCAL_ROOT_SIGNATURE)," \ ...


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