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https://github.com/Kbz-8/Pulse.git
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adding D3D11 unit tests, removing raw HLSL support
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@@ -71,6 +71,12 @@ void TestBackendInUse()
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TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_VULKAN);
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#elif defined(WEBGPU_ENABLED)
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TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_WEBGPU);
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#elif defined(OPENGL_ENABLED)
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TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_OPENGL);
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#elif defined(OPENGLES_ENABLED)
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TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_OPENGL_ES);
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#elif defined(D3D11_ENABLED)
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TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_D3D11);
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#endif
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PulseDestroyDevice(device);
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@@ -88,6 +94,12 @@ void TestShaderFormatSupport()
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TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_SPIRV_BIT));
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#elif defined(WEBGPU_ENABLED)
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TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_WGSL_BIT));
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#elif defined(OPENGL_ENABLED)
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TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_GLSL_BIT));
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#elif defined(OPENGLES_ENABLED)
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TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_GLSL_BIT));
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#elif defined(D3D11_ENABLED)
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TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_DXBC_BIT));
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#endif
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PulseDestroyDevice(device);
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