//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry main Tests/bindings/multi-file-extra.hlsl -profile ps_4_0 -entry main // 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 vertex shader, while the fragment shader resides in // the file `multi-file-extra.hlsl` #ifdef __SPIRE__ #define R(X) /**/ #else #define R(X) X #endif float4 use(float val) { return val; }; float4 use(float2 val) { return float4(val,0.0,0.0); }; float4 use(float3 val) { return float4(val,0.0); }; float4 use(float4 val) { return val; }; float4 use(Texture2D t, SamplerState s) { // This is the vertex shader, so we can't do implicit-gradient sampling return t.SampleGrad(s, 0.0, 0.0, 0.0); } // Start with some parameters that will appear in both shaders Texture2D sharedT R(: register(t0)); SamplerState sharedS R(: register(s0)); cbuffer sharedC R(: register(b0)) { float3 sharedCA R(: packoffset(c0)); float sharedCB R(: packoffset(c0.w)); float3 sharedCC R(: packoffset(c1)); float2 sharedCD R(: packoffset(c2)); } // Then some parameters specific to this shader // (these will get placed before the ones in the `extra` file, // based on how they get named on the command-line) Texture2D vertexT R(: register(t1)); SamplerState vertexS R(: register(s1)); cbuffer vertexC R(: register(b1)) { float3 vertexCA R(: packoffset(c0)); float vertexCB R(: packoffset(c0.w)); float3 vertexCC R(: packoffset(c1)); float2 vertexCD R(: packoffset(c2)); } // And end with some shared parameters again Texture2D sharedTV R(: register(t2)); Texture2D sharedTF R(: register(t3)); float4 main() : SV_Position { // Go ahead and use everything here, just to make sure things got placed correctly return use(sharedT, sharedS) + use(sharedCD) + use(vertexT, vertexS) + use(vertexCD) + use(sharedTV, vertexS) ; }