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adding backend bootstrapper
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Sources/Backends/D3D11/D3D11ComputePass.h
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Sources/Backends/D3D11/D3D11ComputePass.h
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// Copyright (C) 2025 kanel
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// This file is part of "Pulse"
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// For conditions of distribution and use, see copyright notice in LICENSE
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#include <Pulse.h>
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#ifdef PULSE_ENABLE_D3D11_BACKEND
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#ifndef PULSE_D3D11_COMPUTE_PASS_H_
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#define PULSE_D3D11_COMPUTE_PASS_H_
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#include "D3D11.h"
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PulseComputePass Direct3D11CreateComputePass(PulseDevice device, PulseCommandList cmd);
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void Direct3D11DestroyComputePass(PulseDevice device, PulseComputePass pass);
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PulseComputePass Direct3D11BeginComputePass(PulseCommandList cmd);
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void Direct3D11EndComputePass(PulseComputePass pass);
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void Direct3D11BindStorageBuffers(PulseComputePass pass, const PulseBuffer* buffers, uint32_t num_buffers);
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void Direct3D11BindUniformData(PulseComputePass pass, uint32_t slot, const void* data, uint32_t data_size);
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void Direct3D11BindStorageImages(PulseComputePass pass, const PulseImage* images, uint32_t num_images);
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void Direct3D11BindComputePipeline(PulseComputePass pass, PulseComputePipeline pipeline);
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void Direct3D11DispatchComputations(PulseComputePass pass, uint32_t groupcount_x, uint32_t groupcount_y, uint32_t groupcount_z);
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#endif // PULSE_D3D11_COMPUTE_PASS_H_
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#endif // PULSE_ENABLE_D3D11_BACKEND
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