#include "Debug.h" #include "..\OysterGraphics\Definitions\GraphicalDefinition.h" #ifdef _DEBUG // /Bin/Executable/Tester -> // /Code/OysterGraphics/Shader/HLSL const std::wstring PathFromExeToCso = L"..\\Content\\Shaders\\"; const std::wstring PathFromExeToHlsl = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\"; const std::wstring VertexTransformDebug = L"TransformDebugVertex"; const std::wstring VertexDebug = L"DebugVertex"; const std::wstring PixelRed = L"DebugPixel"; const std::wstring PixelTexture = L"Texture"; const std::wstring ComputeDebug = L"Debug"; typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType; typedef Oyster::Graphics::Core::PipelineManager::Get GetShader; typedef Oyster::Graphics::Core::PipelineManager Shader; typedef Oyster::Graphics::Core::Buffer Buffer; namespace Oyster { namespace Graphics { namespace Render { //Shader::RenderPass Resources::Debug::obj; Shader::RenderPass Resources::Debug::debugCompute;// = Shader::ShaderEffect();; //Buffer Resources::Debug::ModelData = Buffer(); //Buffer Resources::Debug::VPData = Buffer(); //ID3D11ShaderResourceView* Resources::Debug::srv = NULL; //ID3D11RenderTargetView* Resources::Debug::rtv = NULL; Core::Init::State Resources::Debug::Init() { #pragma region LoadShaders /** Load Compute Shaders for d3dcompile */ Core::PipelineManager::Init(PathFromExeToHlsl + L"ComputeDebug\\" + L"DebugCompute.hlsl", ShaderType::Compute, ComputeDebug); #pragma endregion return Core::Init::Success; } void Resources::Debug::Clean() { } } } } #endif