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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`
#ifdef __SLANG__
#define R(X) /**/
#define BEGIN_CBUFFER(NAME) cbuffer NAME
#define END_CBUFFER(NAME, REG) /**/
#define CBUFFER_REF(NAME, FIELD) FIELD
#else
#define R(X) X
#define BEGIN_CBUFFER(NAME) struct SLANG_ParameterGroup_##NAME
#define END_CBUFFER(NAME, REG) ; cbuffer NAME : REG { SLANG_ParameterGroup_##NAME NAME; }
#define CBUFFER_REF(NAME, FIELD) NAME.FIELD
#define sharedC sharedC_0
#define sharedCA sharedCA_0
#define sharedCB sharedCB_0
#define sharedCC sharedCC_0
#define sharedCD sharedCD_0
#define vertexC vertexC_0
#define vertexCA vertexCA_0
#define vertexCB vertexCB_0
#define vertexCC vertexCC_0
#define vertexCD vertexCD_0
#define fragmentC fragmentC_0
#define fragmentCA fragmentCA_0
#define fragmentCB fragmentCB_0
#define fragmentCC fragmentCC_0
#define fragmentCD fragmentCD_0
#define sharedS sharedS_0
#define sharedT sharedT_0
#define sharedTV sharedTV_0
#define sharedTF sharedTF_0
#define vertexS vertexS_0
#define vertexT vertexT_0
#define fragmentS fragmentS_0
#define fragmentT fragmentT_0
#endif
float4 use(float val) { return val; };
float4 use(float2 val) { return float4(val,0.0,0.0); };
float4 use(float3 val) { return float4(val,0.0); };
float4 use(float4 val) { return val; };
float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); }
// Start with some parameters that will appear in both shaders
Texture2D sharedT R(: register(t0));
SamplerState sharedS R(: register(s0));
BEGIN_CBUFFER(sharedC)
{
float3 sharedCA;
float sharedCB;
float3 sharedCC;
float2 sharedCD;
}
END_CBUFFER(sharedC, register(b0))
// Then some parameters specific to this shader.
// These will be placed *after* the ones from the main file,
// and even after the parameters further down in this file
// that end up being shared between the two files.
Texture2D fragmentT R(: register(t4));
SamplerState fragmentS R(: register(s2));
BEGIN_CBUFFER(fragmentC)
{
float3 fragmentCA;
float fragmentCB;
float3 fragmentCC;
float2 fragmentCD;
}
END_CBUFFER(fragmentC, register(b2))
// And end with some shared parameters again
Texture2D sharedTV R(: register(t2));
Texture2D sharedTF R(: register(t3));
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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