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-rw-r--r--tests/render/cross-compile0.hlsl76
-rw-r--r--tests/render/render0.hlsl74
2 files changed, 150 insertions, 0 deletions
diff --git a/tests/render/cross-compile0.hlsl b/tests/render/cross-compile0.hlsl
new file mode 100644
index 000000000..9a9dd1cdc
--- /dev/null
+++ b/tests/render/cross-compile0.hlsl
@@ -0,0 +1,76 @@
+//TEST:COMPARE_HLSL_CROSS_COMPILE_RENDER:
+
+// Now we are going to test that we can cross-compile a Spire/HLSL
+// input file over to GLSL and render with it.
+
+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;
+
+ output.fragment.color = float4(color, 1.0);
+
+ return output;
+}
+
diff --git a/tests/render/render0.hlsl b/tests/render/render0.hlsl
new file mode 100644
index 000000000..3ecd582f3
--- /dev/null
+++ b/tests/render/render0.hlsl
@@ -0,0 +1,74 @@
+//TEST:COMPARE_HLSL_RENDER:
+// Starting with a basic test for the ability to render stuff...
+
+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;
+
+ output.fragment.color = float4(color, 1.0);
+
+ return output;
+}
+