diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/reflection/multi-file.hlsl | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/reflection/multi-file.hlsl')
| -rw-r--r-- | tests/reflection/multi-file.hlsl | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/tests/reflection/multi-file.hlsl b/tests/reflection/multi-file.hlsl new file mode 100644 index 000000000..b263a6b71 --- /dev/null +++ b/tests/reflection/multi-file.hlsl @@ -0,0 +1,56 @@ +//TEST:SIMPLE:-profile ps_4_0 -target reflection-json Tests/bindings/multi-file-extra.hlsl + +// Here we are testing the case where multiple translation units are provided +// at once, so that we want combined reflection information for the resulting +// program. The other part of this program is in `multi-file-extra.hlsl`. + +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) +{ + // This is the vertex shader, so we can't do implicit-gradient sampling + return t.SampleGrad(s, 0.0, 0.0, 0.0); +} + +// Start with some parameters that will appear in both shaders +Texture2D sharedT; +SamplerState sharedS; +cbuffer sharedC +{ + float3 sharedCA; + float sharedCB; + float3 sharedCC; + float2 sharedCD; +} + +// Then some parameters specific to this shader +// (these will get placed before the ones in the `extra` file, +// based on how they get named on the command-line) + +Texture2D vertexT; +SamplerState vertexS; +cbuffer vertexC +{ + float3 vertexCA; + float vertexCB; + float3 vertexCC; + float2 vertexCD; +} + +// And end with some shared parameters again +Texture2D sharedTV; +Texture2D sharedTF; + + +float4 main() : SV_Position +{ + // Go ahead and use everything here, just to make sure things got placed correctly + return use(sharedT, sharedS) + + use(sharedCD) + + use(vertexT, vertexS) + + use(vertexCD) + + use(sharedTV, vertexS) + ; +}
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