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adding backend bootstrapper
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Sources/Backends/D3D11/D3D11ComputePipeline.c
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Sources/Backends/D3D11/D3D11ComputePipeline.c
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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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#include "../../PulseInternal.h"
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#include "D3D11.h"
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#include "D3D11Device.h"
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#include "D3D11ComputePipeline.h"
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PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const PulseComputePipelineCreateInfo* info)
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{
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PulseComputePipelineHandler* pipeline = (PulseComputePipelineHandler*)calloc(1, sizeof(PulseComputePipelineHandler));
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PULSE_CHECK_ALLOCATION_RETVAL(pipeline, PULSE_NULL_HANDLE);
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if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
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PulseLogInfoFmt(device->backend, "(D3D11) created new compute pipeline %p", pipeline);
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return pipeline;
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}
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void Direct3D11DestroyComputePipeline(PulseDevice device, PulseComputePipeline pipeline)
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{
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}
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