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James Ross-Gowan authored
Add a pl_gpu implementation that uses Direct3D 11. This uses SPIRV-Cross to translate shaders from GLSL to HLSL. In its current state, plplay works and the test suite passes with feature level 10_0 and up. (9_x is unlikely to ever pass due to runtime-enforced shader complexity limits.) Missing features include emulated texture formats, cached_program, `pl_gpu_limits.thread_safe`, and HDR/high bit depth support in pl_swapchain, though these shouldn't be too hard to implement. This also updates the GLFW demos to be able to use Direct3D 11 through GLFW_NO_API. Closes #18
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