//TEST(compute):HLSL_COMPUTE:-xslang -no-checking //TEST(compute):COMPARE_COMPUTE:-xslang -use-ir //TEST(compute):HLSL_COMPUTE:-xslang -no-checking -xslang -use-ir //TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):dxbinding(0),glbinding(0),out //TEST_INPUT:cbuffer(data=[256]):dxbinding(0),glbinding(0) //TEST_INPUT:ubuffer(data=[0 1 2 3], stride=4):dxbinding(1),glbinding(1) //TEST_INPUT:cbuffer(data=[4096]):dxbinding(1),glbinding(1) //TEST_INPUT:ubuffer(data=[16 32 48 64], stride=4):dxbinding(2),glbinding(2) // Test that we can declare a `ParameterBlock<...>` type as a shader // parameter (potentially nested inside a `cbuffer`) and use it in // shader code processed by the "rewriter" import rewriter_parameter_block_complex; RWStructuredBuffer outputBuffer : register(u0); [numthreads(4, 1, 1)] void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) { uint tid = dispatchThreadID.x; int inVal = tid; int outVal = test(gA, inVal) + test(gB, inVal); outputBuffer[tid] = outVal; }