//TEST(smoke):REFLECTION:-profile glsl_fragment -target glsl -no-codegen // Confirm that when targetting GLSL via cross compilation, // we use the Vulkan layout rules instead of HLSL ones // // Specifically, we expect all of our top-level parameters // to get distinct registers in the same descriptor set, // rather than all getting register `0` because they // occupy different names register spaces (as they would in D3D) Texture2D t; SamplerState s; cbuffer C { float3 c; } float4 main() : SV_Target { return 0.0; }