Serializes a root signature version 1.0 that can be passed to ID3D12Device::CreateRootSignature.
HRESULT D3D12SerializeRootSignature( const D3D12_ROOT_SIGNATURE_DESC *pRootSignature, D3D_ROOT_SIGNATURE_VERSION Version, ID3DBlob **ppBlob, ID3DBlob **ppErrorBlob );
Type: const D3D12_ROOT_SIGNATURE_DESC*
The description of the root signature, as a pointer to a D3D12_ROOT_SIGNATURE_DESC structure.
A D3D_ROOT_SIGNATURE_VERSION-typed value that specifies the version of root signature.
A pointer to a memory block that receives a pointer to the ID3DBlob interface that you can use to access the serialized root signature.
A pointer to a memory block that receives a pointer to the ID3DBlob interface that you can use to access serializer error messages, or NULL if there are no errors.
Returns S_OK if successful; otherwise, returns one of the Direct3D 12 Return Codes.
This function has been superceded by D3D12SerializeVersionedRootSignature as of the Windows 10 Anniversary Update (14393).
If an application procedurally generates a D3D12_ROOT_SIGNATURE_DESC data structure, it must pass a pointer to this D3D12_ROOT_SIGNATURE_DESC in a call to D3D12SerializeRootSignature to make the serialized form. The application then passes the serialized form to which ppBlob points into ID3D12Device::CreateRootSignature.
If a shader has been authored with a root signature in it (when that capability is added), the compiled shader will contain a serialized root signature in it already.
The function signature PFN_D3D12_SERIALIZE_ROOT_SIGNATURE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.
Create an empty root signature.
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error)); ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
Refer to the Example Code in the D3D12 Reference.