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

@@ -28,6 +28,8 @@ void SetupPulse(PulseBackend* backend)
*backend = PulseLoadBackend(PULSE_BACKEND_OPENGL, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_PARANOID_DEBUG);
#elif defined(OPENGLES_ENABLED)
*backend = PulseLoadBackend(PULSE_BACKEND_OPENGL_ES, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_PARANOID_DEBUG);
#elif defined(D3D11_ENABLED)
*backend = PulseLoadBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_DXBC_BIT, PULSE_PARANOID_DEBUG);
#endif
if(*backend == PULSE_NULL_HANDLE)
{
@@ -78,6 +80,8 @@ void LoadComputePipeline(PulseDevice device, PulseComputePipeline* pipeline, con
info.format = PULSE_SHADER_FORMAT_GLSL_BIT;
#elif defined(OPENGLES_ENABLED)
info.format = PULSE_SHADER_FORMAT_GLSL_BIT;
#elif defined(D3D11_ENABLED)
info.format = PULSE_SHADER_FORMAT_DXBC_BIT;
#endif
info.num_readonly_storage_images = num_readonly_storage_images;
info.num_readonly_storage_buffers = num_readonly_storage_buffers;