#if GE_GRAPHICS_DX11 using System; using DirectX.D3D11; using DirectX.D3DCompiler; using GlitchyEngine.Platform.DX11; using internal GlitchyEngine.Renderer; using internal GlitchyEngine.Platform.DX11; namespace GlitchyEngine.Renderer { extension PixelShader { internal ID3D11PixelShader* nativeShader ~ _?.Release(); public override void CompileFromSource(String code, String entryPoint, ShaderDefine[] macros = null) { Debug.Profiler.ProfileRendererFunction!(); Shader.PlattformCompileShaderFromSource(code, macros, entryPoint, "ps_5_0", DefaultCompileFlags, out nativeCode); { Debug.Profiler.ProfileResourceScope!("CreateNativePixelShader"); var result = NativeDevice.CreatePixelShader(nativeCode.GetBufferPointer(), nativeCode.GetBufferSize(), null, &nativeShader); if(result.Failed) { Log.EngineLogger.Error($"Failed to create pixel shader: Message ({(int)result}): {result}"); } } Reflect(nativeCode); } } } #endif