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minor change
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@@ -259,6 +259,9 @@ static std::string read_file(const std::string& path) {
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}
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static ID3DBlob* compile_hlsl_file(const std::string& path, const char* entry, const char* target) {
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// Byte-to-wchar widen: fine for the ASCII "deblock.hlsl" path this sample uses,
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// but it mangles non-ASCII paths -- use MultiByteToWideChar(CP_UTF8,...) if you
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// adapt this to load shaders from arbitrary (possibly Unicode) asset paths.
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std::wstring wpath(path.begin(), path.end());
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ID3DBlob* code = nullptr, * errors = nullptr;
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// Warnings print but do not fail the compile: the R-key hot-reload workflow
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