//TEST_IGNORE_FILE: // Here we are going to test that we can correctly generating bindings when we // are presented with a program spanning multiple input files (and multiple entry points) // This file provides the fragment shader, and is only meant to be tested in combination with `multi-file.hlsl` #include "multi-file-defines.h" #ifdef __SLANG__ import multi_file_shared; #else #include "multi-file-shared.slang" #endif Texture2D fragmentT R(: register(t1)); SamplerState fragmentS R(: register(s1)); BEGIN_CBUFFER(fragmentC) { float3 fragmentCA; float fragmentCB; float3 fragmentCC; float2 fragmentCD; } END_CBUFFER(fragmentC, register(b1)) float4 main() : SV_TARGET { // Go ahead and use everything here, just to make sure things got placed correctly return use(sharedT, sharedS) + use(CBUFFER_REF(sharedC,sharedCD)) + use(fragmentT, fragmentS) + use(CBUFFER_REF(fragmentC, fragmentCD)) + use(sharedTF, sharedS) ; }