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adding compute pass
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@@ -37,6 +37,30 @@
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#define CHECK_D3D11(backend, res, error) CHECK_D3D11_RETVAL(backend, res, error, )
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#ifndef D3D11_ERROR_FILE_NOT_FOUND
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#define D3D11_ERROR_FILE_NOT_FOUND 0x887C0002
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#endif
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#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS
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#define D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS 0x887C0001
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#endif
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#ifndef D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS
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#define D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS 0x887C0003
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#endif
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#ifndef D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD
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#define D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD 0x887C0004
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#endif
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#ifndef D3DERR_INVALIDCALL
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#define D3DERR_INVALIDCALL 0x887A0001
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#endif
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#ifndef D3DERR_WASSTILLDRAWING
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#define D3DERR_WASSTILLDRAWING 0x887A000A
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#endif
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const char* D3D11VerbaliseResult(HRESULT res);
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PulseBackendFlags Direct3D11CheckSupport(PulseBackendFlags candidates, PulseShaderFormatsFlags shader_formats_used); // Returns corresponding PULSE_BACKEND enum in case of success and PULSE_BACKEND_INVALID otherwise
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