Add checked Slang shaders for GPU visibility and HZB
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@@ -46,7 +46,9 @@ int main() {
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try {
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const auto bundle = temporary / "shaders";
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fs::create_directories(bundle);
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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for (const auto* extension : {".spv", ".reflection.json"}) {
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const auto name = std::string(entry) + extension;
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fs::copy_file(path_from_utf8(FASET_TEST_SHADER_DIRECTORY) / name, bundle / name);
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@@ -76,7 +78,9 @@ int main() {
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require(deep_bundle.native().size() > 300,
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"Shader file fixture must exceed the legacy Windows path limit");
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fs::create_directories(native_io_path(deep_bundle));
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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for (const auto* extension : {".spv", ".reflection.json"}) {
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const auto name = std::string(entry) + extension;
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atomic_write(deep_bundle / name, read_text(bundle / name));
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