// entry-point-params.slang // Test that entry-point `uniform` parameters on ray-tracing // shaders properly map to the "shader record" in SPIR-V output. //TEST:CROSS_COMPILE: -profile glsl_460+spirv_1_4 -stage raygeneration -entry main -target spirv-assembly RWStructuredBuffer buffer; void main( uniform float value) { buffer[DispatchRaysIndex().x] = value; }