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-rw-r--r--tests/render/pound-import.hlsl147
1 files changed, 0 insertions, 147 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