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#pragma once
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#include <string>
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namespace sophia {
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// Minimal end-to-end compute dispatch: compiles the GLSL compute shader at
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// `computeShaderPath`, builds the descriptor/pipeline layer around a small
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// storage buffer, dispatches it, reads the buffer back, and verifies the
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// result against what the shader is expected to compute. Logs the outcome
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// and throws std::runtime_error if the GPU result doesn't match.
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void runComputeSmokeTest(const std::string& computeShaderPath);
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} // namespace sophia
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