public H1Shader CompileShader(String debugGroupName, H1VertexFactoryType vertexFactoryType, H1ShaderType shaderType, H1ShaderCompileHelper.H1ShaderCompileInput input)
        {
            // compile the shader
            H1ShaderCompileHelper.H1ShaderCompileOutput shaderCompileOutput = new H1ShaderCompileHelper.H1ShaderCompileOutput();
            H1ShaderCompileHelper.CompileD3D12Shader(input, shaderCompileOutput);

            if (!shaderCompileOutput.IsSucceed)
            {
                throw new Exception("failed to compile the shader! please check!");
            }

            H1Shader outShader = null;

            if (shaderType != null)
            {
                // create shader instance
                outShader = shaderType.FinishCompileShader(shaderCompileOutput);

                if (shaderType is H1GlobalShaderType) // only for global shader, add global shaders
                {
                    m_GlobalShaders.Add(outShader);
                }
                else // otherwise add local shaders
                {
                    m_LocalShaders.Add(outShader);
                }
            }

            return(outShader);
        }
        // this method is called by H1ShaderManager (after successfully compiling a shader)
        public override H1Shader FinishCompileShader(H1ShaderCompileHelper.H1ShaderCompileOutput compiledOutput)
        {
            H1MaterialShader materialShader = new H1MaterialShader(this, compiledOutput.Code, compiledOutput.ParameterMap);

            // add the shader to shaderIdMap
            ShaderIdMap.Add(materialShader.ShaderId, materialShader);

            return(materialShader);
        }
        public override H1Shader FinishCompileShader(H1ShaderCompileHelper.H1ShaderCompileOutput compiledOutput)
        {
            // based on output, generate shader instance
            H1GlobalShader globalShader = new H1GlobalShader(this, compiledOutput.Code, compiledOutput.ParameterMap);

            // add the created shader to the shader map
            ShaderIdMap.Add(globalShader.ShaderId, globalShader);

            return(globalShader);
        }
 public virtual H1Shader FinishCompileShader(H1ShaderCompileHelper.H1ShaderCompileOutput compiledOutput)
 {
     return(null);
 }