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Diffstat (limited to 'tests/render/imported-parameters.hlsl')
| -rw-r--r-- | tests/render/imported-parameters.hlsl | 134 |
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 |
