diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-19 08:47:23 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-19 09:56:42 -0700 |
| commit | 634522da69b14b38c15b14d6b717b1289812e9bb (patch) | |
| tree | 04f502283ed818f661e368b3d8d1ba5ce875d1d2 /tests/render/auto-import.slang.h | |
| parent | cafed774d99f95bce6f182599913f3417dc68a3a (diff) | |
Allow for automatic importing of Slang code
The basic idea of this change is that user code can just write:
#include "foo.h"
and then if `foo.h` gets found in a list of registered directories for "auto-import," then it actually gets interpreted as if the user had writte, more or less:
__import foo;
That is, the code in `foo.h` will be treated as Slang, and will be fully parsed and checked (no matter what the source language had been), and the scoping rules will be those of `__import` instead of `#include`.
This is a really big hammer, and I could imagine it smashing fingers if used poorly.
I'm not sure this feature will pan out, but we need to try things to know.
One big piece of that that I'll likely keep in either case is an overhaul of command-line options parsing for `slangc`. In particular, this logic has been moved into the core `slang` library (so that users can just pass options in via the API), and it is all done on UTF-8 strings rather than wide strings (which was always going to be Windows-specific).
Diffstat (limited to 'tests/render/auto-import.slang.h')
| -rw-r--r-- | tests/render/auto-import.slang.h | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/tests/render/auto-import.slang.h b/tests/render/auto-import.slang.h new file mode 100644 index 000000000..d53005688 --- /dev/null +++ b/tests/render/auto-import.slang.h @@ -0,0 +1,21 @@ +//TEST_IGNORE_FILE: + +// This file implements the "library" code +// that both the HLSL and GLSL shaders share. +// +// This code is written in Slang (more or less +// just HLSL), and will be translated as needed +// for each of the targets. + +float3 transformColor(float3 color) +{ + float3 result; + + result.x = sin(20.0 * (color.x + color.y)); + result.y = saturate(cos(color.z * 30.0)); + result.z = sin(color.x * color.y * color.z * 100.0); + + result = 0.5 * (result + 1); + + return result; +}
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