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authorTim Foley <tfoleyNV@users.noreply.github.com>2017-07-10 09:49:46 -0700
committerGitHub <noreply@github.com>2017-07-10 09:49:46 -0700
commit8abdf2dddd10feb9794c86cdf6b2159a2b6383e4 (patch)
treedf7d790f33f7e4c8adc1b9b747c7c908d8bab0d4 /tests/reflection/cross-compile.slang
parent68df74b58a56b0a1fb19b9ec4ff0282969cd6a12 (diff)
parent5b7c254d24653fd1c19157e8d5ef68a7e787ff58 (diff)
Merge pull request #65 from tfoleyNV/falcor-work
Falcor work
Diffstat (limited to 'tests/reflection/cross-compile.slang')
-rw-r--r--tests/reflection/cross-compile.slang23
1 files changed, 23 insertions, 0 deletions
diff --git a/tests/reflection/cross-compile.slang b/tests/reflection/cross-compile.slang
new file mode 100644
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+++ b/tests/reflection/cross-compile.slang
@@ -0,0 +1,23 @@
+//TEST(smoke):SIMPLE:-profile glsl_fragment -target glsl -target reflection-json
+
+// Confirm that when targetting GLSL via cross compilation,
+// we use the Vulkan layout rules instead of HLSL ones
+//
+// Specifically, we expect all of our top-level parameters
+// to get distinct registers in the same descriptor set,
+// rather than all getting register `0` because they
+// occupy different names register spaces (as they would in D3D)
+
+Texture2D t;
+
+SamplerState s;
+
+cbuffer C
+{
+ float3 c;
+}
+
+float4 main() : SV_Target
+{
+ return 0.0;
+} \ No newline at end of file