diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/bindings/multi-file-extra.hlsl | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/bindings/multi-file-extra.hlsl')
| -rw-r--r-- | tests/bindings/multi-file-extra.hlsl | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/tests/bindings/multi-file-extra.hlsl b/tests/bindings/multi-file-extra.hlsl new file mode 100644 index 000000000..45837c984 --- /dev/null +++ b/tests/bindings/multi-file-extra.hlsl @@ -0,0 +1,60 @@ +//TEST_IGNORE_FILE: + +// Here we are going to test that we can correctly generating bindings when we +// are presented with a program spanning multiple input files (and multiple entry points) + +// This file provides the fragment shader, and is only meant to be tested in combination with `multi-file.hlsl` + +#ifdef __SPIRE__ +#define R(X) /**/ +#else +#define R(X) X +#endif + +float4 use(float val) { return val; }; +float4 use(float2 val) { return float4(val,0.0,0.0); }; +float4 use(float3 val) { return float4(val,0.0); }; +float4 use(float4 val) { return val; }; +float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); } + +// Start with some parameters that will appear in both shaders +Texture2D sharedT R(: register(t0)); +SamplerState sharedS R(: register(s0)); +cbuffer sharedC R(: register(b0)) +{ + float3 sharedCA R(: packoffset(c0)); + float sharedCB R(: packoffset(c0.w)); + float3 sharedCC R(: packoffset(c1)); + float2 sharedCD R(: packoffset(c2)); +} + +// Then some parameters specific to this shader. +// These will be placed *after* the ones from the main file, +// and even after the parameters further down in this file +// that end up being shared between the two files. + +Texture2D fragmentT R(: register(t4)); +SamplerState fragmentS R(: register(s2)); +cbuffer fragmentC R(: register(b2)) +{ + float3 fragmentCA R(: packoffset(c0)); + float fragmentCB R(: packoffset(c0.w)); + float3 fragmentCC R(: packoffset(c1)); + float2 fragmentCD R(: packoffset(c2)); +} + +// And end with some shared parameters again +Texture2D sharedTV R(: register(t2)); +Texture2D sharedTF R(: register(t3)); + + +float4 main() : SV_Target +{ + // Go ahead and use everything here, just to make sure things got placed correctly + return use(sharedT, sharedS) + + use(sharedCD) + + use(fragmentT, fragmentS) + + use(fragmentCD) + + use(sharedTF, sharedS) + ; +}
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