diff options
Diffstat (limited to 'tests/render')
| -rw-r--r-- | tests/render/cross-compile0.hlsl | 76 | ||||
| -rw-r--r-- | tests/render/render0.hlsl | 74 |
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; +} + |
