//TEST:COMPARE_HLSL:-no-mangle -use-ir -target dxbc-assembly -profile ps_4_0 -entry main // Let's first confirm that Spire can reproduce what the // HLSL compiler would already do in the simple case (when // all shader parameters are actually used). #ifdef __SPIRE__ #define R(X) /**/ #else #define R(X) X #endif float4 use(float4 val) { return val; }; float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); } Texture2D t R(: register(t0)); SamplerState s R(: register(s0)); cbuffer C R(: register(b0)) { float c; } float4 main() : SV_Target { return use(t,s) + use(c); }