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[tests] Enable d3dcompiler option for unbounded descriptor tables
Makes compiling SM5.1 shaders for D3D12 a bit less painful.
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@ -48,7 +48,8 @@ int WINAPI WinMain(HINSTANCE hInstance,
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"Shader", nullptr, nullptr,
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"Shader", nullptr, nullptr,
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str::fromws(entryPoint).c_str(),
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str::fromws(entryPoint).c_str(),
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str::fromws(target).c_str(),
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str::fromws(target).c_str(),
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D3DCOMPILE_OPTIMIZATION_LEVEL3,
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D3DCOMPILE_OPTIMIZATION_LEVEL3 |
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D3DCOMPILE_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES,
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0, &binary, &errors);
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0, &binary, &errors);
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if (FAILED(hr)) {
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if (FAILED(hr)) {
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