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authorTim Foley <tfoley@nvidia.com>2017-07-17 08:58:47 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-17 08:58:47 -0700
commit15aba2fe81fea44969e036e181a4cf252ff41963 (patch)
tree489534f470b3d2dcbb61660458bf473e0a2c0552 /tests/cross-compile/integer-input.slang
parenteecb6c56da5792010e88f2a0d6d1503244b081a4 (diff)
Handle `flat` interpolation cases in cross compilation
Fixes #104 - Map HLSL `nointerpolation` to GLSL `flat` - When lowering a `struct` type varying input/output, look for interpolation modifiers along the "chain" from the leaf field up to the original shader input variable (and take the first one found) - Not sure if this is strictly needed, but it seems like a reasonable policy - Add `flat` to varying input of integer type, with no other interpolation modifier - Note: I do *not* do anything to ignore a manually imposed interpolation modifier that might be incorrect
Diffstat (limited to 'tests/cross-compile/integer-input.slang')
-rw-r--r--tests/cross-compile/integer-input.slang11
1 files changed, 11 insertions, 0 deletions
diff --git a/tests/cross-compile/integer-input.slang b/tests/cross-compile/integer-input.slang
new file mode 100644
index 000000000..2069091c6
--- /dev/null
+++ b/tests/cross-compile/integer-input.slang
@@ -0,0 +1,11 @@
+//TEST:CROSS_COMPILE: -profile ps_5_0 -entry main -target spirv-assembly
+
+struct VS_OUT
+{
+ uint drawID : DRAW_ID;
+};
+
+float4 main(VS_OUT vsOut) : SV_Target
+{
+ return float4(float(vsOut.drawID));
+}