//TEST:SIMPLE(filecheck=CHECK_GLSL): -target glsl -stage fragment -entry main -allow-glsl //TEST:SIMPLE(filecheck=CHECK_SPV): -target spirv -emit-spirv-directly -stage fragment -entry main -allow-glsl //TEST:SIMPLE(filecheck=CHECK_HLSL): -target hlsl -stage fragment -entry main -allow-glsl // CHECK_SPV-DAG: OpEntryPoint // CHECK_SPV-DAG: InputAttachmentIndex 3 // CHECK_SPV-DAG: InputAttachmentIndex // CHECK_GLSL-DAG: void main() // CHECK_GLSL-DAG: input_attachment_index = 3 // CHECK_GLSL-DAG: input_attachment_index // CHECK_HLSL-DAG: main() // CHECK_HLSL-DAG: [vk::input_attachment_index(3)] // CHECK_HLSL-DAG: vk::input_attachment_index [[vk::input_attachment_index(3)]] SubpassInput subpassHLSL1; SubpassInput subpassHLSL2; RWTexture2D t; layout (location = 0) out vec4 outColor; void main() { // CHECK_SPV-COUNT-2: OpImageRead // CHECK_GLSL-COUNT-2: subpassLoad // CHECK_HLSL-COUNT-2: SubpassLoad outColor = vec4(true && subpassHLSL1.SubpassLoad() == vec4(1) && subpassHLSL2.SubpassLoad() == vec4(1) && t.Load(int2(0,0)) != float4(0,0,0,0) ); }