#pragma once #include #include #include namespace TEN { namespace Renderer { namespace Utils { void throwIfFailed(const HRESULT& res); [[nodiscard]] Microsoft::WRL::ComPtr compileVertexShader(ID3D11Device* device, const std::wstring& fileName, const std::string& function, const std::string& model, const D3D_SHADER_MACRO* defines, Microsoft::WRL::ComPtr& bytecode); constexpr [[nodiscard]] UINT GetShaderFlags(); [[nodiscard]] Microsoft::WRL::ComPtr compilePixelShader(ID3D11Device* device, const std::wstring& fileName, const std::string& function, const std::string& model, const D3D_SHADER_MACRO* defines, Microsoft::WRL::ComPtr& bytecode); } } }