//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj //TEST(compute):COMPARE_RENDER_COMPUTE: -mtl -shaderobj //TEST_INPUT: Texture2D(size=4, content = one):name t //TEST_INPUT: Sampler:name s //TEST_INPUT: ubuffer(data=[0], stride=4):out, name outputBuffer Texture2D t; SamplerState s; RWStructuredBuffer outputBuffer; cbuffer Uniforms { float4x4 modelViewProjection; } struct AssembledVertex { float3 position; float3 color; float2 uv; }; struct CoarseVertex { float3 color; float2 uv; }; struct Fragment { float4 color; }; // Vertex Shader struct VertexStageInput { AssembledVertex assembledVertex : A; }; struct VertexStageOutput { CoarseVertex coarseVertex : CoarseVertex; float4 sv_position : SV_Position; }; [shader("vertex")] VertexStageOutput vertexMain(VertexStageInput input) { VertexStageOutput output; float3 position = input.assembledVertex.position; float3 color = input.assembledVertex.color; output.coarseVertex.color = color; output.sv_position = mul(modelViewProjection, float4(position, 1.0)); output.coarseVertex.uv = input.assembledVertex.uv; return output; } // Fragment Shader struct FragmentStageInput { CoarseVertex coarseVertex : CoarseVertex; }; struct FragmentStageOutput { Fragment fragment : SV_Target; }; [shader("fragment")] FragmentStageOutput fragmentMain(FragmentStageInput input) { FragmentStageOutput output; float3 color = input.coarseVertex.color; float2 uv = input.coarseVertex.uv; output.fragment.color = float4(color, 1.0); float4 result = 0; $for(i in Range(0,5)) { float4 v = t.Sample(s, uv, int2(i - 2, 0)); result += v; } outputBuffer[0] = result.x; return output; }