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// used-parameters.slang
// Tests post-emit analysis of shader parameters to find out if they are used or not.
//TEST:REFLECTION:-stage compute -entry main -target hlsl
struct S
{
uint2 Size;
};
ConstantBuffer<S> UsedCB;
ConstantBuffer<S> UnusedCB;
Texture2D UsedTexture;
Texture2D UnusedTexture;
Buffer<uint> UsedBuffer;
Buffer<uint> UnusedBuffer;
StructuredBuffer<uint> UsedStructuredBuffer;
StructuredBuffer<uint> UnusedStructuredBuffer;
RWTexture2D UsedRWTexture;
RWTexture2D UnusedRWTexture;
RWBuffer<uint> UsedRWBuffer;
RWBuffer<uint> UnusedRWBuffer;
RWStructuredBuffer<uint> UsedRWStructuredBuffer;
RWStructuredBuffer<uint> UnusedRWStructuredBuffer;
SamplerState UsedSampler;
SamplerState UnusedSampler;
uniform uint UsedUniform;
uniform uint UnusedUniform;
[numthreads(1, 1, 1)]
void main(uint3 dispatchThreadID : SV_DispatchThreadID)
{
float A = UsedTexture[dispatchThreadID.xy].x;
uint B = UsedBuffer[dispatchThreadID.x];
uint C = UsedStructuredBuffer[dispatchThreadID.y];
float D = UsedRWTexture[dispatchThreadID.xy].x;
uint E = UsedRWBuffer[dispatchThreadID.y];
float F = UsedTexture.SampleLevel(UsedSampler, float2(dispatchThreadID.xy) / float2(UsedCB.Size), 0).x;
uint G = UsedUniform;
UsedRWStructuredBuffer[dispatchThreadID.x + dispatchThreadID.y * UsedCB.Size.x] = uint(A) + B + C + uint(D) + E + uint(F) + G;
}
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