I usually get vertex shader's bytecodes by D3DX11CompileFromFile, but is there a way to get the bytecodes from ID3D11VertexShader? or other interfaces.
I've tried other D3DX11Compile* functions, such as D3DX11CompileFromMemory, D3DX11CompileFromResource but the functions were not designed for this problem.
ID3DBlob* VertexBlob;
D3DX11CompileFromFile(Resource->GetPath(), NULL, NULL, "VS", "vs_5_0",
D3DCOMPILE_ENABLE_STRICTNESS, 0, NULL, &VertexBlob, &ErrorBlob, &hr);
As I said, I usually initialize shader bytecodes(ID3DBlob*) via D3DX11CompileFromFile function, but i don't use it anymore.
I've tried to find other ways to solve this problem. but i failed.
Is it possible to get shader bytecodes without using D3DX11Compile* functions?