diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-26 09:32:40 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-26 12:06:54 -0700 |
| commit | 7d3bfe403362b294cc2a1f2607d51dfcd447aafd (patch) | |
| tree | 4dac8dcdb29a0d8e74f78f12c0bbe63e669b2b0c /tests/render/auto-import.hlsl | |
| parent | 3f316dcbd9274efc74f817cf36f17a511ff2e21e (diff) | |
Replace "auto-import" with `#import`
Right now `#import` only differs from `#include` in that it takes a string literal for a file name instead of a raw identifier (to which `.slang` gets appended).
The next step is to make `#import` respect preprocessor state, while `__import` doesn't.
Diffstat (limited to 'tests/render/auto-import.hlsl')
| -rw-r--r-- | tests/render/auto-import.hlsl | 147 |
1 files changed, 0 insertions, 147 deletions
diff --git a/tests/render/auto-import.hlsl b/tests/render/auto-import.hlsl deleted file mode 100644 index 588ebc612..000000000 --- a/tests/render/auto-import.hlsl +++ /dev/null @@ -1,147 +0,0 @@ -//TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER: -xslang -auto-import-dir -xslang tests/render/ - -// This is a basic test case for cross-compilation behavior. -// -// We will define distinct HLSL and GLSL entry points, -// but the two will share a dependency on a file of -// pure Spire code that provides the actual shading logic. - - -// Pull in Spire code depdendency using extended syntax: -#include "auto-import.slang.h" - -#if defined(__HLSL__) - -cbuffer Uniforms -{ - float4x4 modelViewProjection; -}; - -struct AssembledVertex -{ - float3 position; - float3 color; -}; - -struct CoarseVertex -{ - float3 color; -}; - -struct Fragment -{ - float4 color; -}; - -// Vertex Shader - -struct VertexStageInput -{ - AssembledVertex assembledVertex : A; -}; - -struct VertexStageOutput -{ - CoarseVertex coarseVertex : CoarseVertex; - float4 sv_position : SV_Position; -}; - -VertexStageOutput vertexMain(VertexStageInput input) -{ - VertexStageOutput output; - - float3 position = input.assembledVertex.position; - float3 color = input.assembledVertex.color; - - output.coarseVertex.color = color; - output.sv_position = mul(modelViewProjection, float4(position, 1.0)); - - return output; - -} - -// Fragment Shader - -struct FragmentStageInput -{ - CoarseVertex coarseVertex : CoarseVertex; -}; - -struct FragmentStageOutput -{ - Fragment fragment : SV_Target; -}; - -FragmentStageOutput fragmentMain(FragmentStageInput input) -{ - FragmentStageOutput output; - - float3 color = input.coarseVertex.color; - - color = transformColor(color); - - output.fragment.color = float4(color, 1.0); - - return output; -} - -#elif defined(__GLSL__) - -#version 420 - -uniform Uniforms -{ - mat4x4 modelViewProjection; -}; - -#define ASSEMBLED_VERTEX(QUAL) \ - /* */ - -#define V2F(QUAL) \ - QUAL vec3 coarse_color; \ - /* */ - -// Vertex Shader - -#ifdef __GLSL_VERTEX__ - -layout(location = 0) -in vec3 assembled_position; - -layout(location = 1) -in vec3 assembled_color; - -V2F(out) - -void main() -{ - vec3 position = assembled_position; - vec3 color = assembled_color; - - coarse_color = color; -// gl_Position = modelViewProjection * vec4(position, 1.0); - gl_Position = vec4(position, 1.0) * modelViewProjection; -} - -#endif - -#ifdef __GLSL_FRAGMENT__ - -V2F(in) - -layout(location = 0) -out vec4 fragment_color; - -void main() -{ - vec3 color = coarse_color; - - color = transformColor(color); - - fragment_color = vec4(color, 1.0); -} - - -#endif - -#endif |
