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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`
// Let's make sure we generate correct output in cases
// where there are non-trivial `packoffset`s needed
#ifdef __SLANG__
#define R(X) /**/
#else
#define R(X) X
#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.SampleLevel(s, 0.0, 0.0); }
// Start with some parameters that will appear in both shaders
Texture2D sharedT;
SamplerState sharedS;
cbuffer sharedC
{
float3 sharedCA;
float sharedCB;
float3 sharedCC;
float2 sharedCD;
}
// 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;
SamplerState fragmentS;
cbuffer fragmentC
{
float3 fragmentCA;
float fragmentCB;
float3 fragmentCC;
float2 fragmentCD;
}
// And end with some shared parameters again
Texture2D sharedTV;
Texture2D sharedTF;
float4 mainVS() : SV_Position
{
// Go ahead and use everything here, just to make sure things got placed correctly
return use(sharedT, sharedS)
+ use(sharedCD)
+ use(fragmentT, fragmentS)
+ use(fragmentCD)
+ use(sharedTF, sharedS)
;
}
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