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adding D3D11 unit tests, removing raw HLSL support
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@@ -1,3 +1,11 @@
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// RWBuffer<int> ssbo : register(u0);
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//
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// [numthreads(16, 16, 1)]
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// void CSMain(uint3 grid : SV_DispatchThreadID)
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// {
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// ssbo[grid.x * grid.y] = (int)(grid.x * grid.y);
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// }
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