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authorTim Foley <tfoley@nvidia.com>2017-06-27 09:13:19 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-27 09:13:19 -0700
commit996d4dc537272e36dde1d9c1110064d597fa212f (patch)
tree8958b8c8848d2b7760a5b71ecef69574e4d9d6ab /tests/render/imported-parameters.hlsl
parent8824b102a5dd5ac1f08daedd897b5994b1bf8b6d (diff)
Emit global-scope parameters from imported files.
This fixes up a bug in the earlier change that provided reflection for imported parameters; I'd failed to confirm that the code generation logic can handle imported parameters correctly. The main fix was to have an `import` declaration automatically use the global-scope layout already determined, sine imported parameters will in general appear there.
Diffstat (limited to 'tests/render/imported-parameters.hlsl')
-rw-r--r--tests/render/imported-parameters.hlsl134
1 files changed, 134 insertions, 0 deletions
diff --git a/tests/render/imported-parameters.hlsl b/tests/render/imported-parameters.hlsl
new file mode 100644
index 000000000..605214fc9
--- /dev/null
+++ b/tests/render/imported-parameters.hlsl
@@ -0,0 +1,134 @@
+//TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER:
+
+// This test is trying to ensure that we can
+// correctly handle cases where top-level shader
+// parameters are declared in an `import`ed file.
+
+// Pull in Spire code depdendency using extended syntax:
+__import imported_parameters;
+
+#if defined(__HLSL__)
+
+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
+
+#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