adding D3D11 unit tests, removing raw HLSL support

This commit is contained in:
2025-09-12 00:54:15 +02:00
parent 6dd129cf35
commit 62beb8d316
27 changed files with 381 additions and 106 deletions

View File

@@ -10,15 +10,12 @@
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#ifndef PULSE_D3D11_COMPILER_UNAVAILABLE
#pragma comment(lib,"d3dcompiler.lib")
#endif
PulseBackendFlags Direct3D11CheckSupport(PulseBackendFlags candidates, PulseShaderFormatsFlags shader_formats_used)
{
if(candidates != PULSE_BACKEND_ANY && (candidates & PULSE_BACKEND_D3D11) == 0)
return PULSE_BACKEND_INVALID;
if((shader_formats_used & PULSE_SHADER_FORMAT_DXBC_BIT) == 0 && (shader_formats_used & PULSE_SHADER_FORMAT_HLSL_BIT) == 0)
if((shader_formats_used & PULSE_SHADER_FORMAT_DXBC_BIT) == 0)
return PULSE_BACKEND_INVALID;
return PULSE_BACKEND_D3D11;
}
@@ -62,6 +59,6 @@ PulseBackendHandler D3D11Driver = {
.PFN_UnloadBackend = Direct3D11UnloadBackend,
.PFN_CreateDevice = Direct3D11CreateDevice,
.backend = PULSE_BACKEND_D3D11,
.supported_shader_formats = PULSE_SHADER_FORMAT_DXBC_BIT | PULSE_SHADER_FORMAT_HLSL_BIT,
.supported_shader_formats = PULSE_SHADER_FORMAT_DXBC_BIT,
.driver_data = PULSE_NULLPTR
};