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adding D3D11 unit tests, removing raw HLSL support
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8
Tests/Shaders/D3D11/BufferCopy.hlsl
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8
Tests/Shaders/D3D11/BufferCopy.hlsl
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@@ -0,0 +1,8 @@
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StructuredBuffer<uint> read_ssbo : register(t0);
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RWStructuredBuffer<uint> write_ssbo : register(u0);
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[numthreads(16, 16, 1)]
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void main(uint3 grid : SV_DispatchThreadID)
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{
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write_ssbo[grid.x * grid.y] = read_ssbo[grid.x * grid.y];
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}
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