3#include "../Base/EffectsCommon.h"
5#include "CommonD3D12.h"
39 HRESULT compileShader(
const std::string & source,
const std::vector<D3D_SHADER_MACRO> & macros,
const std::string & entryPoint,
const std::string & profile, UINT flags,
ID3DBlob ** byteCode,
EffectFlags::EEffectFlags effectFlags);
41 void reflectShader(
Shader & shader);
46 size_t persistentEffects;
Provides a weakly referenced view over the contents of a string.
Contains all Cogs related functionality.
std::vector< PreprocessorDefinition > PreprocessorDefinitions
A set of preprocessor definitions.
Contains an effect description used to load a single effect.
EEffectFlags
Effect source flags.
void releaseResources()
Release all allocated effect resources.
void releaseEffect(EffectHandle handle)
Release the effect with the given handle, freeing all resources generated during program loading.
EffectHandle loadComputeEffect(const StringView &fileName, EffectFlags::EEffectFlags effectFlags) override
Load the compute shader with the given file name and create an effect.