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//TEST:SIMPLE(filecheck=SPIRV): -entry main -stage vertex -target spirv -emit-spirv-directly
//TEST:SIMPLE(filecheck=GLSL): -entry main -stage vertex -target glsl
//TEST:SIMPLE(filecheck=METAL): -entry main -stage vertex -target metal
//TEST:SIMPLE(filecheck=WGSL): -entry main -stage vertex -target wgsl
struct VSInput
{
uint vertexID : SV_VulkanVertexID;
uint instanceID : SV_VulkanInstanceID;
};
struct VSOutput
{
float4 position : SV_POSITION;
};
[shader("vertex")]
VSOutput main(VSInput input)
{
VSOutput output;
output.position = float4(input.vertexID + input.instanceID);
// SPIRV-DAG: BuiltIn InstanceIndex
// SPIRV-DAG: BuiltIn VertexIndex
// SPIRV-NOT: BuiltIn BaseInstance
// SPIRV-NOT: BuiltIn BaseVertex
// GLSL-NOT: GL_ARB_shader_draw_parameters
// GLSL-DAG: gl_VertexIndex
// GLSL-NOT: gl_BaseVertex
// GLSL-DAG: gl_InstanceIndex
// GLSL-NOT: gl_BaseInstance
// METAL-DAG: vertex_id
// METAL-DAG: instance_id
// WGSL-DAG: vertex_index
// WGSL-DAG: instance_index
return output;
}
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