// Test using tuples in shader parameters. //TEST(compute):COMPARE_COMPUTE(filecheck-buffer=CHECK):-shaderobj //TEST(compute):COMPARE_COMPUTE(filecheck-buffer=CHECK):-dx12 -shaderobj //TEST(compute):COMPARE_COMPUTE(filecheck-buffer=CHECK):-vk -shaderobj //TEST_INPUT:ubuffer(data=[1 2 3 4], stride=4):out,name=outputBuffer RWStructuredBuffer outputBuffer; //TEST_INPUT: set g_texture = new Tuple{Texture2D(size=4, content=one), Sampler} ConstantBuffer> g_texture; //TEST_INPUT: set g_texture2 = new Tuple{Texture2D(size=4, content=one), Sampler} ConstantBuffer> g_texture2; [numthreads(1, 1, 1)] void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) { // CHECK: 4 outputBuffer[0] = (int)g_texture2._0.SampleLevel(g_texture._1, float2(0.0), 0).x; }