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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2017-07-10 09:49:46 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-07-10 09:49:46 -0700 |
| commit | 8abdf2dddd10feb9794c86cdf6b2159a2b6383e4 (patch) | |
| tree | df7d790f33f7e4c8adc1b9b747c7c908d8bab0d4 /tests/reflection/cross-compile.slang | |
| parent | 68df74b58a56b0a1fb19b9ec4ff0282969cd6a12 (diff) | |
| parent | 5b7c254d24653fd1c19157e8d5ef68a7e787ff58 (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.slang | 23 |
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 index 000000000..12376c82a --- /dev/null +++ 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; +}
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