diff --git a/shader_deblocking_d3d11/main.cpp b/shader_deblocking_d3d11/main.cpp index 489ff21..a6186c2 100644 --- a/shader_deblocking_d3d11/main.cpp +++ b/shader_deblocking_d3d11/main.cpp @@ -259,6 +259,9 @@ static std::string read_file(const std::string& path) { } static ID3DBlob* compile_hlsl_file(const std::string& path, const char* entry, const char* target) { + // Byte-to-wchar widen: fine for the ASCII "deblock.hlsl" path this sample uses, + // but it mangles non-ASCII paths -- use MultiByteToWideChar(CP_UTF8,...) if you + // adapt this to load shaders from arbitrary (possibly Unicode) asset paths. std::wstring wpath(path.begin(), path.end()); ID3DBlob* code = nullptr, * errors = nullptr; // Warnings print but do not fail the compile: the R-key hot-reload workflow