I have a shader as an 'ID3D11VertexShader' (or generally any 'ID3D11*Shader') instance. For my application I would like to read the shader byte code that is associated with this instance.

The goal is the create an D3D11InputLayout without having to carry around the byte code blob.

Is there a way in DirectX 11 to retrieve the byte code, that was used to create this shader? I was looking for something similar to glGetProgramBinary (that would return the byte code instead of the binary code).


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