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//TEST_IGNORE_FILE:
// Here we are going to test that we can correctly generating bindings when we
// are presented with a program spanning multiple input files (and multiple entry points)
// This file provides the fragment shader, and is only meant to be tested in combination with `multi-file.hlsl`
#include "multi-file-defines.h"
#ifdef __SLANG__
import multi_file_shared;
#else
#include "multi-file-shared.slang"
#endif
Texture2D fragmentT R(: register(t1));
SamplerState fragmentS R(: register(s1));
BEGIN_CBUFFER(fragmentC)
{
float3 fragmentCA;
float fragmentCB;
float3 fragmentCC;
float2 fragmentCD;
}
END_CBUFFER(fragmentC, register(b1))
float4 main() : SV_TARGET
{
// Go ahead and use everything here, just to make sure things got placed correctly
return use(sharedT, sharedS)
+ use(CBUFFER_REF(sharedC,sharedCD))
+ use(fragmentT, fragmentS)
+ use(CBUFFER_REF(fragmentC, fragmentCD))
+ use(sharedTF, sharedS)
;
}
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