//TEST:COMPARE_HLSL: -profile ps_4_0 -entry main // Let's first confirm that Slang can reproduce what the // HLSL compiler would already do in the simple case (when // all shader parameters are actually used). #ifdef __SLANG__ #define R(X) /**/ #define BEGIN_CBUFFER(NAME) cbuffer NAME #define END_CBUFFER(NAME, REG) /**/ #define CBUFFER_REF(NAME, FIELD) FIELD #else #define R(X) X #define BEGIN_CBUFFER(NAME) struct SLANG_ParameterGroup_##NAME #define END_CBUFFER(NAME, REG) ; cbuffer NAME : REG { SLANG_ParameterGroup_##NAME NAME; } #define CBUFFER_REF(NAME, FIELD) NAME.FIELD #define C C_0 #define t t_0 #define s s_0 #define c c_0 #endif float4 use(float4 val) { return val; }; float4 use(Texture2D tex, SamplerState samp) { return tex.Sample(samp, 0.0); } Texture2D t R(: register(t0)); SamplerState s R(: register(s0)); BEGIN_CBUFFER(C) { float c; } END_CBUFFER(C, register(b0)) float4 main() : SV_TARGET { return use(t,s) + use(CBUFFER_REF(C,c)); }