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adding D3D11 unit tests, removing raw HLSL support
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@@ -21,6 +21,10 @@ void TestPipelineSetup()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/Simple.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/Simple.cso.h"
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};
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#endif
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PulseComputePipeline pipeline;
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@@ -66,6 +70,10 @@ void TestPipelineReadOnlyBindings()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/ReadOnlyBindings.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/ReadOnlyBindings.cso.h"
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};
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#endif
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PulseBufferCreateInfo buffer_create_info = { 0 };
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@@ -131,6 +139,10 @@ void TestPipelineWriteOnlyBindings()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/WriteOnlyBindings.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/WriteOnlyBindings.cso.h"
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};
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#endif
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PulseBufferCreateInfo buffer_create_info = { 0 };
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@@ -196,6 +208,10 @@ void TestPipelineReadWriteBindings()
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const uint8_t shader_bytecode[] = {
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#include "Shaders/Vulkan-OpenGL/ReadWriteBindings.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/ReadWriteBindings.cso.h"
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};
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#endif
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PulseBufferCreateInfo buffer_create_info = { 0 };
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