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A bit of a weird dispose pattern - Concerns on leaky resources? #52

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Update, can confirm that the latest (ShaderCompiler v1.8.0) did fix above mentioned issues!

Btw, it might be a good idea to add comments on Compiler class that it REQUIRES explicit call to Dispose().

Side-note:

My current guess on why the shaderc is reading corrupted data on #include is that the old version of passing included file strings into native environment seems to pass incorrect 'length' param compared to the raw utf-8 c-string it passes:

result->content = Utils.ToUTF8(fileContent);
result->content_length = (nuint)fileContent.Length;

In above, it is passing down the utf-16 c#-sty…

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@amerkoleci
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