#if GE_GRAPHICS_DX11 using DirectX.D3D11; using internal GlitchyEngine.Renderer; namespace GlitchyEngine.Renderer { extension BufferCollection { internal ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] nativeBuffers; internal void PlatformFetchNativeBuffers() { Debug.Profiler.ProfileRendererFunction!(); for(let buffer in _buffers) { nativeBuffers[buffer.Index] = buffer.Buffer.nativeBuffer; } } } } #endif