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authorTim Foley <tfoley@nvidia.com>2017-06-28 13:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-30 13:39:30 -0700
commitc0d2c17bc73bc2a8863e086af3ea395ad09465ee (patch)
tree3bdc19d9b896ebe3e6f65818f5a5676d7d7b8cf6
parentf313df379dd9e0d4395f072ffb87016a6f20d5a1 (diff)
Add initial cross-compilation test case.
-rw-r--r--tests/render/cross-compile-entry-point.slang89
1 files changed, 89 insertions, 0 deletions
diff --git a/tests/render/cross-compile-entry-point.slang b/tests/render/cross-compile-entry-point.slang
new file mode 100644
index 000000000..018947228
--- /dev/null
+++ b/tests/render/cross-compile-entry-point.slang
@@ -0,0 +1,89 @@
+//TEST(render):COMPARE_HLSL_CROSS_COMPILE_RENDER:
+
+// This is a test to ensure that we can cross-compile a complete entry point.
+
+float3 transformColor(float3 color)
+{
+ float3 result;
+
+ result.x = sin(20.0 * (color.x + color.y));
+ result.y = saturate(cos(color.z * 30.0));
+ result.z = sin(color.x * color.y * color.z * 100.0);
+
+ result = 0.5 * (result + 1);
+
+ return result;
+}
+
+cbuffer Uniforms
+{
+ float4x4 modelViewProjection;
+};
+
+struct AssembledVertex
+{
+ float3 position;
+ float3 color;
+};
+
+struct CoarseVertex
+{
+ float3 color;
+};
+
+struct Fragment
+{
+ float4 color;
+};
+
+// Vertex Shader
+
+struct VertexStageInput
+{
+ AssembledVertex assembledVertex : A;
+};
+
+struct VertexStageOutput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+ float4 sv_position : SV_Position;
+};
+
+VertexStageOutput vertexMain(VertexStageInput input)
+{
+ VertexStageOutput output;
+
+ float3 position = input.assembledVertex.position;
+ float3 color = input.assembledVertex.color;
+
+ output.coarseVertex.color = color;
+ output.sv_position = mul(modelViewProjection, float4(position, 1.0));
+
+ return output;
+
+}
+
+// Fragment Shader
+
+struct FragmentStageInput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+};
+
+struct FragmentStageOutput
+{
+ Fragment fragment : SV_Target;
+};
+
+FragmentStageOutput fragmentMain(FragmentStageInput input)
+{
+ FragmentStageOutput output;
+
+ float3 color = input.coarseVertex.color;
+
+ color = transformColor(color);
+
+ output.fragment.color = float4(color, 1.0);
+
+ return output;
+}