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-rw-r--r--tests/render/auto-import.hlsl147
-rw-r--r--tests/render/auto-import.slang.h21
2 files changed, 168 insertions, 0 deletions
diff --git a/tests/render/auto-import.hlsl b/tests/render/auto-import.hlsl
new file mode 100644
index 000000000..588ebc612
--- /dev/null
+++ b/tests/render/auto-import.hlsl
@@ -0,0 +1,147 @@
+//TEST(smoke,render):COMPARE_HLSL_GLSL_RENDER: -xslang -auto-import-dir -xslang tests/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:
+#include "auto-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) \
+ 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/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;
+} \ No newline at end of file