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.hlsl | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/bindings/multi-file.hlsl')
| -rw-r--r-- | tests/bindings/multi-file.hlsl | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/tests/bindings/multi-file.hlsl b/tests/bindings/multi-file.hlsl new file mode 100644 index 000000000..db193a869 --- /dev/null +++ b/tests/bindings/multi-file.hlsl @@ -0,0 +1,64 @@ +//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry main Tests/bindings/multi-file-extra.hlsl -profile ps_4_0 -entry main + +// 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 vertex shader, while the fragment shader resides in +// the file `multi-file-extra.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) +{ + // This is the vertex shader, so we can't do implicit-gradient sampling + return t.SampleGrad(s, 0.0, 0.0, 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 get placed before the ones in the `extra` file, +// based on how they get named on the command-line) + +Texture2D vertexT R(: register(t1)); +SamplerState vertexS R(: register(s1)); +cbuffer vertexC R(: register(b1)) +{ + float3 vertexCA R(: packoffset(c0)); + float vertexCB R(: packoffset(c0.w)); + float3 vertexCC R(: packoffset(c1)); + float2 vertexCD R(: packoffset(c2)); +} + +// And end with some shared parameters again +Texture2D sharedTV R(: register(t2)); +Texture2D sharedTF R(: register(t3)); + + +float4 main() : SV_Position +{ + // Go ahead and use everything here, just to make sure things got placed correctly + return use(sharedT, sharedS) + + use(sharedCD) + + use(vertexT, vertexS) + + use(vertexCD) + + use(sharedTV, vertexS) + ; +}
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