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authorTim Foley <tfoley@nvidia.com>2017-07-12 11:07:45 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-12 11:07:45 -0700
commit74963469a169b49d61196e3a3b33a903ea8bfede (patch)
treea3d8f4f8873946f58111ae5e7f5034b071c1e824 /tests/reflection/multi-file-extra.hlsl
parent2c6c501b36db9e7991c3f7999451b70f12329ecc (diff)
Add basic reflection query for checking if entry point is "sample-rate"
- This really just checks two basic things: 1. Was there any global variable declared with `in` and `sample`? 2. Did any code encountered during lowering referenece `gl_SampleIndex`? - This doesn't cover what HLSL could need, nor what we would need for cross-compilation. Consider it GLSL-specific for now. - In order to generate the information with even a reasonable chance of being accurate (not giving a ton of false positives) I tried to integrate the checks into the lowering process (so they only see code that is referenced, one hopes). - For this to work with my testing setup, I needed to make sure that lowering is always performed, prior to emitting reflection info - This change broke several reflection tests, because they had been using code that wouldn't actually pass the downstream compiler. I checked in fixes for those.
Diffstat (limited to 'tests/reflection/multi-file-extra.hlsl')
-rw-r--r--tests/reflection/multi-file-extra.hlsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/reflection/multi-file-extra.hlsl b/tests/reflection/multi-file-extra.hlsl
index 569ec2ce9..a5da70635 100644
--- a/tests/reflection/multi-file-extra.hlsl
+++ b/tests/reflection/multi-file-extra.hlsl
@@ -18,7 +18,7 @@ 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) { return t.Sample(s, 0.0); }
+float4 use(Texture2D t, SamplerState s) { return t.SampleLevel(s, 0.0, 0.0); }
// Start with some parameters that will appear in both shaders
Texture2D sharedT;
@@ -51,7 +51,7 @@ Texture2D sharedTV;
Texture2D sharedTF;
-float4 main() : SV_Target
+float4 mainVS() : SV_Position
{
// Go ahead and use everything here, just to make sure things got placed correctly
return use(sharedT, sharedS)