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//TEST:COMPARE_HLSL:-no-mangle -profile sm_4_0 -entry main -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`
#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)
{
// This is the vertex shader, so we can't do implicit-gradient sampling
return t.SampleGrad(s, 0.0, 0.0, 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 get placed before the ones in the `extra` file,
// based on how they get named on the command-line)
Texture2D vertexT R(: register(t1));
SamplerState vertexS R(: register(s1));
BEGIN_CBUFFER(vertexC)
{
float3 vertexCA;
float vertexCB;
float3 vertexCC;
float2 vertexCD;
}
END_CBUFFER(vertexC, register(b1))
// And end with some shared parameters again
Texture2D sharedTV R(: register(t2));
Texture2D sharedTF R(: register(t3));
float4 main() : 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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