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adding D3D11 unit tests, removing raw HLSL support
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@@ -280,6 +280,10 @@ void TestBufferComputeWrite()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/SimpleBufferWrite.comp.glsl.h"
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};
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#elif defined(D3D11_ENABLED)
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const uint8_t shader_bytecode[] = {
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#include "Shaders/D3D11/SimpleBufferWrite.cso.h"
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};
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#endif
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PulseBufferCreateInfo buffer_create_info = { 0 };
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@@ -351,6 +355,10 @@ void TestBufferComputeCopy()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/BufferCopy.comp.glsl.h"
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};
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#elif defined(D3D11_ENABLED)
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const uint8_t shader_bytecode[] = {
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#include "Shaders/D3D11/BufferCopy.cso.h"
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};
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#endif
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uint32_t data[256];
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