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//TEST:COMPARE_HLSL: -profile sm_4_0 -entry main1 -stage vertex Tests/bindings/multi-file-extra.hlsl -entry main -stage fragment
// 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 vertex shader, while the fragment shader resides in
// the file `multi-file-extra.hlsl`
#include "multi-file-defines.h"
#ifdef __SLANG__
import multi_file_shared;
#else
#include "multi-file-shared.slang"
#endif
Texture2D vertexT R(: register(t0));
SamplerState vertexS R(: register(s0));
BEGIN_CBUFFER(vertexC)
{
float3 vertexCA;
float vertexCB;
float3 vertexCC;
float2 vertexCD;
}
END_CBUFFER(vertexC, register(b0))
float4 main1() : SV_POSITION
{
// Go ahead and use everything here, just to make sure things got placed correctly
return use(sharedT, sharedS)
+ use(CBUFFER_REF(sharedC, sharedCD))
+ use(vertexT, vertexS)
+ use(CBUFFER_REF(vertexC, vertexCD))
+ use(sharedTV, vertexS)
;
}
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