https://github.com/shader-slang/slang
Tip revision: cf7dddae74ae990c2b46a9feeaea3b7a33ec077d authored by Theresa Foley on 02 September 2021, 23:10:53 UTC
Two small fixes. (#1928)
Two small fixes. (#1928)
Tip revision: cf7ddda
explicit-binding.hlsl
//TEST:COMPARE_HLSL:-no-mangle -profile ps_4_0 -entry main
// We need to allow the user to add explicit bindings to their parameters,
// and we can't go and auto-assign anything to use the same locations.
#ifdef __SLANG__
#define R(X) /**/
#define BEGIN_CBUFFER(NAME) cbuffer NAME
#define BEGIN_CBUFFER_R(NAME, REG) cbuffer NAME : REG
#define END_CBUFFER(NAME, REG) /**/
#define CBUFFER_REF(NAME, FIELD) FIELD
#else
#define R(X) X
#define BEGIN_CBUFFER(NAME) struct SLANG_ParameterGroup_##NAME
#define BEGIN_CBUFFER_R(NAME, REG) BEGIN_CBUFFER(NAME)
#define END_CBUFFER(NAME, REG) ; cbuffer NAME : REG { SLANG_ParameterGroup_##NAME NAME; }
#define CBUFFER_REF(NAME, FIELD) NAME.FIELD
#define CA CA_0
#define ca ca_0
#define CB CB_0
#define cb cb_0
#define CC CC_0
#define cc cc_0
#define sa sa_0
#define sb sb_0
#define sc sc_0
#define ta ta_0
#define tb tb_0
#define tc tc_0
#endif
float4 use(float4 val) { return val; };
float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); }
// We'll make three textures, but explicit assign the third one
// to the slot `t0`. We expect the others to shift further along
// to "make room".
Texture2D ta R(: register(t1));
Texture2D tb R(: register(t2));
Texture2D tc : register(t0);
// The explicit binding may "split" the range of register available
// for automatic placement. We use a "first-fit" approach to pack
// things in:
SamplerState sa R(: register(s0));
SamplerState sb R(: register(s2));
SamplerState sc : register(s1);
// It's also okay to use a register that *doesn't* conflict,
// and even to make things non-contiguous. Here we bind
// the third constnat buffer to register `b9`
//
BEGIN_CBUFFER(CA)
{
float ca;
}
END_CBUFFER(CA, register(b0))
//
BEGIN_CBUFFER(CB)
{
float cb;
}
END_CBUFFER(CB, register(b1))
//
BEGIN_CBUFFER_R(CC, register(b9))
{
float cc;
}
END_CBUFFER(CC, register(b9))
float4 main() : SV_TARGET
{
// Go ahead and use everything in this case:
return use(ta, sa) + use(CBUFFER_REF(CA,ca))
+ use(tb, sb) + use(CBUFFER_REF(CB,cb))
+ use(tc, sc) + use(CBUFFER_REF(CC,cc));
}