//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj //TEST(compute):COMPARE_RENDER_COMPUTE: -mtl -shaderobj //TEST_INPUT: Texture2D(size=4, content = one):name tex //TEST_INPUT: Sampler:name samp //TEST_INPUT: ubuffer(data=[0 0], stride=4):out,name outputBuffer Texture2D tex; SamplerState samp; 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 val = float4(color, 1.0); val = val - 16*tex.Sample(samp, uv); outputBuffer[0] = 1; if(val.x < 0) discard; outputBuffer[1] = 1; return output; }