#pragma once #include "PixelShader.h" #include #include PixelShader::PixelShader(Graphics& gfx, const std::wstring& path) { Microsoft::WRL::ComPtr pBlob; D3DReadFileToBlob(path.c_str(), &pBlob); GetDevice(gfx)->CreatePixelShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr, &pPixelShader); } void PixelShader::Bind(Graphics& gfx) noexcept { GetContext(gfx)->PSSetShader(pPixelShader.Get(), nullptr, 0u); }