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You can provide any compiled shader blob that contains the desired root signature defined in HLSL when creating the root signature object: Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature // Create root signature. auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso"); DX::ThrowIfFailed( device->CreateRootSignature(0, ...


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