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-rw-r--r--tests/compute/assoctype-lookup.slang6
-rw-r--r--tests/wgsl/nested-varying-input.slang53
2 files changed, 56 insertions, 3 deletions
diff --git a/tests/compute/assoctype-lookup.slang b/tests/compute/assoctype-lookup.slang
index 348391e21..8a032528b 100644
--- a/tests/compute/assoctype-lookup.slang
+++ b/tests/compute/assoctype-lookup.slang
@@ -16,8 +16,8 @@ struct StandardBoneWeightSet : IBoneWeightSet
{
struct PackedType
{
- uint boneIds : BONEIDS;
- uint boneWeights : BONEWEIGHTS;
+ uint boneIds;
+ uint boneWeights;
};
PackedType field;
};
@@ -55,4 +55,4 @@ void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
int inputVal = int(tid);
int outputVal = test(inputVal);
gOutputBuffer[tid] = outputVal;
-} \ No newline at end of file
+}
diff --git a/tests/wgsl/nested-varying-input.slang b/tests/wgsl/nested-varying-input.slang
new file mode 100644
index 000000000..2cdf4f7eb
--- /dev/null
+++ b/tests/wgsl/nested-varying-input.slang
@@ -0,0 +1,53 @@
+//TEST:SIMPLE(filecheck=VERT): -target wgsl -stage vertex -entry vertexMain
+//TEST:SIMPLE(filecheck=FRAG): -target wgsl -stage fragment -entry fragmentMain
+
+// Tests three aspects:
+// 1. Flatten the nested struct for the return type of the entry-point
+// 2. For fragment shader, SV_TARGET index must be emitted as @location(index)
+// 3. For non-fragment shader, the user defined semantics should be emitted as @location(index)
+
+struct FragmentOutput
+{
+ //FRAG: @location(1) color1
+ float4 color1 : SV_TARGET1;
+
+ //FRAG: @location(0) color0
+ float4 color0 : SV_TARGET0;
+};
+
+struct NestedVertexOutput
+{
+ float4 color : COLOR0;
+};
+
+struct VertexOutput
+{
+ //VERT: @builtin(position) position
+ //FRAG: @builtin(position) position
+ float4 position : SV_Position;
+
+ //VERT: @location(0) uv
+ //FRAG: @location(0) uv
+ float2 uv : TEXCOORD0;
+
+ //VERT: @location(1) color
+ //FRAG: @location(1) color
+ NestedVertexOutput nested;
+};
+
+VertexOutput vertexMain()
+{
+ VertexOutput out;
+ out.position = float4(1.0, 1.0, 1.0, 1.0);
+ out.uv = float2(0.5, 0.5);
+ out.nested.color = float4(0.0, 0.0, 0.0, 0.0);
+ return out;
+}
+
+FragmentOutput fragmentMain(VertexOutput input)
+{
+ FragmentOutput out;
+ out.color0 = input.nested.color;
+ out.color1 = input.nested.color;
+ return out;
+}