---The added Code to Effect..
d3dx11effect.h(ID3DX11Effect ~1524)
STDMETHOD_(HRESULT, GetVertexShader)(THIS_ ID3D11VertexShader **ppVS) PURE;
STDMETHOD_(HRESULT, GetPixelShader)(THIS_ ID3D11PixelShader **ppPS) PURE;Effect.h(CEffect ~1219)
STDMETHOD_(HRESULT, GetVertexShader)(ID3D11VertexShader **ppVS);
STDMETHOD_(HRESULT, GetPixelShader)(ID3D11PixelShader **ppPS);EffectReflection.cpp(2151)
HRESULT CEffect::GetVertexShader(ID3D11VertexShader **ppVS)
{
if(m_pShaderBlocks != NULL)
{
for(UINT i = 0; i < m_ShaderBlockCount; ++i)
{
if(m_pShaderBlocks[i].GetVertexShader(ppVS) == S_OK)
{
return S_OK;
}
}
}
return S_FALSE;
}
HRESULT CEffect::GetPixelShader(ID3D11PixelShader **ppPS)
{
if(m_pShaderBlocks != NULL)
{
for(UINT i = 0; i < m_ShaderBlockCount; ++i)
{
if(m_pShaderBlocks[i].GetPixelShader(ppPS) == S_OK)
{
return S_OK;
}
}
}
return S_FALSE;}---------- Using the code...// Set the vertex shader name
ID3D11VertexShader* pVertexShader;
effect->GetVertexShader(&pVertexShader);
DXUT_SetDebugName(pVertexShader, YOUR_DEBUG_NAME);
SAFE_RELEASE(pVertexShader);
// Set the pixel shader name
ID3D11PixelShader* pPixelShader;
effect->GetPixelShader(&pPixelShader);
DXUT_SetDebugName(pPixelShader, YOUR_DEBUG_NAME);
SAFE_RELEASE(pPixelShader);
// Set the debug name for the constant buffers
UINT bufferIndex = 0;
ID3DX11EffectConstantBuffer* cBuffer = effect->GetConstantBufferByIndex(bufferIndex);
while(cBuffer->IsValid())
{
ID3D11Buffer* ccBuffer;
cBuffer->GetConstantBuffer(&ccBuffer);
DXUT_SetDebugName(ccBuffer, YOUR_DEBUG_NAME);
SAFE_RELEASE(ccBuffer);
cBuffer = effect->GetConstantBufferByIndex(++bufferIndex);
}------
VUALA IT WORKS!

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