yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
e49419b06
master
1//TEST:SIMPLE(filecheck=CHECK_GLSL): -target glsl -stage fragment -entry main -allow-glsl 2//TEST:SIMPLE(filecheck=CHECK_SPV): -target spirv -emit-spirv-directly -stage fragment -entry main -allow-glsl 3//TEST:SIMPLE(filecheck=CHECK_HLSL): -target hlsl -stage fragment -entry main -allow-glsl 4 5// CHECK_SPV-DAG: OpEntryPoint 6// CHECK_SPV-DAG: InputAttachmentIndex 3 7// CHECK_SPV-DAG: InputAttachmentIndex 8 9// CHECK_GLSL-DAG: void main() 10// CHECK_GLSL-DAG: input_attachment_index = 3 11// CHECK_GLSL-DAG: input_attachment_index 12 13// CHECK_HLSL-DAG: main() 14// CHECK_HLSL-DAG: [vk::input_attachment_index(3)] 15// CHECK_HLSL-DAG: vk::input_attachment_index 16[[vk::input_attachment_index(3)]] SubpassInput subpassHLSL1; 17SubpassInput subpassHLSL2; 18 19RWTexture2D<float4> t; 20 21layout (location = 0) out vec4 outColor; 22 23void main() { 24// CHECK_SPV-COUNT-2: OpImageRead 25// CHECK_GLSL-COUNT-2: subpassLoad 26// CHECK_HLSL-COUNT-2: SubpassLoad 27 outColor = vec4(true 28 && subpassHLSL1.SubpassLoad() == vec4(1) 29 && subpassHLSL2.SubpassLoad() == vec4(1) 30 && t.Load(int2(0,0)) != float4(0,0,0,0) 31 ); 32}