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adding D3D11 unit tests, removing raw HLSL support
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7
Tests/Shaders/D3D11/ReadOnlyBindings.hlsl
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7
Tests/Shaders/D3D11/ReadOnlyBindings.hlsl
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@@ -0,0 +1,7 @@
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StructuredBuffer<uint> read_ssbo : register(t0);
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Texture2D<float4> read_texture : register(t1);
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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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}
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