d3d12: use HV 2016 when compiling HLSL pipelines
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@ -34,8 +34,8 @@ mod tests {
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fn triangle_d3d12() {
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let sample = hello_triangle::d3d12_hello_triangle::Sample::new(
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// "../test/slang-shaders/crt/crt-lottes.slangp",
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"../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp",
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// "../test/slang-shaders/crt/crt-royale.slangp",
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// "../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp",
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"../test/slang-shaders/crt/crt-royale.slangp",
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// "../test/slang-shaders/vhs/VHSPro.slangp",
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&SampleCommandLine {
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use_warp_device: false,
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@ -186,7 +186,7 @@ pub fn dxc_compile_shader(
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PCWSTR::null(),
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PCWSTR(u16cstr!("main").as_ptr()),
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PCWSTR(profile.as_ptr()),
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None,
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Some(&[PCWSTR(u16cstr!("-HV 2016").as_ptr())]),
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&[],
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&include,
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)?;
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