diff options
| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-01-29 16:32:52 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-01-29 16:32:52 -0800 |
| commit | b6bc0837ba6e7fb42280bf6289f4dab633c88392 (patch) | |
| tree | 1a802fe0f95eaed5d844a55acb666a4791442051 /tests/render | |
| parent | 06f0effb848c6b938e03da8a61e44b3d032380e8 (diff) | |
Remove #import directive (#389)
Fixes #380
The `#import` directive was a stopgap measure to allow a macro-heavy shader library to incrementally adopt `import`, but it has turned out to cause as many problems as it fixes (not least because users have never been able to form a good mental model around which kind of import to do when).
This change yanks support for the feature.
Diffstat (limited to 'tests/render')
| -rw-r--r-- | tests/render/pound-import.hlsl | 147 | ||||
| -rw-r--r-- | tests/render/pound-import.slang.h | 21 |
2 files changed, 0 insertions, 168 deletions
diff --git a/tests/render/pound-import.hlsl b/tests/render/pound-import.hlsl deleted file mode 100644 index 07b195966..000000000 --- a/tests/render/pound-import.hlsl +++ /dev/null @@ -1,147 +0,0 @@ -//TEST(smoke,render):COMPARE_HLSL_GLSL_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: -#import "pound-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) \ - layout(location = 0) 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 diff --git a/tests/render/pound-import.slang.h b/tests/render/pound-import.slang.h deleted file mode 100644 index d53005688..000000000 --- a/tests/render/pound-import.slang.h +++ /dev/null @@ -1,21 +0,0 @@ -//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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