yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
5dd27a26d
master
1//TEST:SIMPLE(filecheck=CHECK): -target hlsl -entry fragMain -profile ps_6_0 2//TEST:SIMPLE(filecheck=DXIL): -target dxil -entry fragMain -profile ps_6_0 3 4// Check that we can correctly cross compile combined texture samplers to HLSL. 5 6// DXIL: define void @fragMain() 7 8// CHECK-DAG: Texture2D<float4 > sampler_texture{{.*}} : register(t0); 9// CHECK-DAG: SamplerState sampler_sampler{{.*}} : register(s0); 10Sampler2D sampler; 11 12// CHECK-DAG: Texture2D<float4 > followingTexture{{.*}} : register(t1); 13Texture2D followingTexture; 14 15// CHECK-DAG: SamplerState followingSamplerState{{.*}} : register(s1); 16SamplerState followingSamplerState; 17 18// CHECK-DAG: Texture2D<float4 > explicitBindingSampler_texture{{.*}} : register(t4); 19// CHECK-DAG: SamplerState explicitBindingSampler_sampler{{.*}} : register(s3); 20Sampler2D explicitBindingSampler : register(t4): register(s3); 21 22float4 fragMain() : SV_Target 23{ 24 return sampler.Sample(float2(0, 0)) + explicitBindingSampler.Sample(float2(0, 0)) + followingTexture.Sample(followingSamplerState, float2(0,0)); 25}