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authorjsmall-nvidia <jsmall@nvidia.com>2018-10-04 10:25:36 -0400
committerGitHub <noreply@github.com>2018-10-04 10:25:36 -0400
commit84a48475067af70c9acccc9816dd60e623714328 (patch)
treeecb4fbc2932a3a5771a0240af367c7712f5fc620 /tests/hlsl
parenteaafafe772366a23ed847cbb10770c72aa5cfc28 (diff)
Remove need of IRHightLevelDecoration in emit (#660)
* * Remove the need for IRHighLevelDecoration in Emit * Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier * Fixing problems with comparison due to naming differences with slang/fxc.
Diffstat (limited to 'tests/hlsl')
-rw-r--r--tests/hlsl/dxsdk/FluidCS11/FluidRender.hlsl26
1 files changed, 19 insertions, 7 deletions
diff --git a/tests/hlsl/dxsdk/FluidCS11/FluidRender.hlsl b/tests/hlsl/dxsdk/FluidCS11/FluidRender.hlsl
index cf1e7c227..496240dc9 100644
--- a/tests/hlsl/dxsdk/FluidCS11/FluidRender.hlsl
+++ b/tests/hlsl/dxsdk/FluidCS11/FluidRender.hlsl
@@ -1,5 +1,17 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry ParticleVS -profile gs_4_0 -entry ParticleGS -profile ps_4_0 -entry ParticlePS
+//TEST:COMPARE_HLSL:-no-mangle -target dxbc-assembly -profile vs_4_0 -entry ParticleVS -profile gs_4_0 -entry ParticleGS -profile ps_4_0 -entry ParticlePS
+
+#ifndef __SLANG__
+#define ParticlesRO ParticlesRO_0
+#define ParticleDensityRO ParticleDensityRO_0
+#define cbRenderConstants cbRenderConstants_0
+#define g_mViewProjection g_mViewProjection_0
+#define g_fParticleSize g_fParticleSize_0
+#define density density_0
+#define position position_0
+#define velocity velocity_0
+
+#endif
+
//--------------------------------------------------------------------------------------
// File: FluidRender.hlsl
//
@@ -56,7 +68,7 @@ static const float4 Rainbow[5] = {
float4 VisualizeNumber(float n)
{
- return lerp( Rainbow[ floor(n * 4.0f) ], Rainbow[ ceil(n * 4.0f) ], frac(n * 4.0f) );
+ return lerp( Rainbow[ int(floor(n * 4.0f)) ], Rainbow[ int(ceil(n * 4.0f)) ], frac(n * 4.0f) );
}
float4 VisualizeNumber(float n, float lower, float upper)
@@ -69,9 +81,9 @@ float4 VisualizeNumber(float n, float lower, float upper)
// Vertex Shader
//--------------------------------------------------------------------------------------
-VSParticleOut ParticleVS(uint ID : SV_VertexID)
+VSParticleOut ParticleVS(uint ID : SV_VERTEXID)
{
- VSParticleOut Out = (VSParticleOut)0;
+ VSParticleOut Out; // = { { 0, 0 } , { 0, 0, 0, 0 } }; // (VSParticleOut)0;
Out.position = ParticlesRO[ID].position;
Out.color = VisualizeNumber(ParticleDensityRO[ID].density, 1000.0f, 2000.0f);
return Out;
@@ -91,7 +103,7 @@ void ParticleGS(point VSParticleOut In[1], inout TriangleStream<GSParticleOut> S
[unroll]
for (int i = 0; i < 4; i++)
{
- GSParticleOut Out = (GSParticleOut)0;
+ GSParticleOut Out; // = (GSParticleOut)0;
float4 position = float4(In[0].position, 0, 1) + g_fParticleSize * float4(g_positions[i], 0, 0);
Out.position = mul(position, g_mViewProjection);
Out.color = In[0].color;
@@ -106,7 +118,7 @@ void ParticleGS(point VSParticleOut In[1], inout TriangleStream<GSParticleOut> S
// Pixel Shader
//--------------------------------------------------------------------------------------
-float4 ParticlePS(GSParticleOut In) : SV_Target
+float4 ParticlePS(GSParticleOut In) : SV_TARGET
{
return In.color;
}