So I am new to the DX12 world. I am currently trying to tweek the nbody_gravity DX12 sample, but appending or calling another Compute Shader which is to add 2 buffers to produce an output in a different buffer.I have written this code in ComputeShader.hlsl however when i tried to invoke it using the following, i get an error sayin file not foundWhen i printed the debug error it says the following: D3D12GetDebugInterface: This method requires the D3D12 SDK Layers for Windows 10, but they are not present on the system.I am invoking my shader after the default invocation to the nBodyGravity.hlsl is done:ComPtr<ID3DBlob> computeShader;ComPtr<ID3DBlob> computeShader_m;#if defined(_DEBUG)        // Enable better shader debugging with the graphics debugging tools.        UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;#else        UINT compileFlags = 0;#endif        ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(LNBodyGravityCS.hlsl).c_str(), nullptr, nullptr, CSMain, cs_5_0, compileFlags, 0, &computeShader, nullptr));//extra call for my shaderComPtr<ID3DBlob> error_ptr;        ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(LComputeShader.hlsl).c_str(), nullptr, nullptr, main, cs_5_0, compileFlags, 0, &computeShader_m, &error_ptr));if (error_ptr){    OutputDebugStringA((char *)error_ptr->GetBufferPointer());}Is there somthing amiss?
Invoking shader in DX
directx