D3D11 in Metro doesn't support D3DReflect
.
Why not?
My API uses this to dynamically get the constant buffer sizes of shaders.
Is there any other way to get a constant buffer size dynamically in D3D11 without a ID3D11ShaderReflection
object? Or get the constant variables by name?
What if I wanted to make a shader compiler tool for Metro?
What is I wanted to make an Art application that allowed you to dynamically generate complex brushes that requires shader generation. But this doesn't work.
Does Windows(Desktop), OSX, Linux, iOS or Android have these shader limitations?
No, so why on earth does Metro?