https://github.com/shader-slang/slang
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Tip revision: d6198ffbd31dcf53b773b9e3a748095420696e38 authored by Tim Foley on 13 April 2018, 20:36:50 UTC
Merge branch 'master' of https://github.com/shader-slang/slang into fix-for-error-in-imported-module
Tip revision: d6198ff
multi-file-extra.hlsl
//TEST_IGNORE_FILE:

// Here we are going to test that we can correctly generating bindings when we
// are presented with a program spanning multiple input files (and multiple entry points)

// This file provides the fragment shader, and is only meant to be tested in combination with `multi-file.hlsl`

#ifdef __SLANG__
#define R(X) /**/
#else
#define R(X) X

#define sharedC     _SV028SLANG_parameterGroup_sharedC
#define sharedCA    _SV028SLANG_ParameterGroup_sharedC8sharedCA
#define sharedCB    _SV028SLANG_ParameterGroup_sharedC8sharedCB
#define sharedCC    _SV028SLANG_ParameterGroup_sharedC8sharedCC
#define sharedCD    _SV028SLANG_ParameterGroup_sharedC8sharedCD

#define vertexC     _SV028SLANG_parameterGroup_vertexC
#define vertexCA    _SV028SLANG_ParameterGroup_vertexC8vertexCA
#define vertexCB    _SV028SLANG_ParameterGroup_vertexC8vertexCB
#define vertexCC    _SV028SLANG_ParameterGroup_vertexC8vertexCC
#define vertexCD    _SV028SLANG_ParameterGroup_vertexC8vertexCD

#define fragmentC   _SV030SLANG_parameterGroup_fragmentC
#define fragmentCA  _SV030SLANG_ParameterGroup_fragmentC10fragmentCA
#define fragmentCB  _SV030SLANG_ParameterGroup_fragmentC10fragmentCB
#define fragmentCC  _SV030SLANG_ParameterGroup_fragmentC10fragmentCC
#define fragmentCD  _SV030SLANG_ParameterGroup_fragmentC10fragmentCD

#define sharedS     _SV07sharedS
#define sharedT     _SV07sharedT
#define sharedTV    _SV08sharedTV
#define sharedTF    _SV08sharedTF

#define vertexS     _SV07vertexS
#define vertexT     _SV07vertexT

#define fragmentS     _SV09fragmentS
#define fragmentT     _SV09fragmentT

#endif

float4 use(float  val) { return val; };
float4 use(float2 val) { return float4(val,0.0,0.0); };
float4 use(float3 val) { return float4(val,0.0); };
float4 use(float4 val) { return val; };
float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); }

// Start with some parameters that will appear in both shaders
Texture2D sharedT R(: register(t0));
SamplerState sharedS R(: register(s0));
cbuffer sharedC R(: register(b0))
{
	float3 sharedCA R(: packoffset(c0));
	float  sharedCB R(: packoffset(c0.w));
	float3 sharedCC R(: packoffset(c1));
	float2 sharedCD R(: packoffset(c2));
}

// Then some parameters specific to this shader.
// These will be placed *after* the ones from the main file,
// and even after the parameters further down in this file
// that end up being shared between the two files.

Texture2D fragmentT R(: register(t4));
SamplerState fragmentS R(: register(s2));
cbuffer fragmentC R(: register(b2))
{
	float3 fragmentCA R(: packoffset(c0));
	float  fragmentCB R(: packoffset(c0.w));
	float3 fragmentCC R(: packoffset(c1));
	float2 fragmentCD R(: packoffset(c2));
}

// And end with some shared parameters again
Texture2D sharedTV R(: register(t2));
Texture2D sharedTF R(: register(t3));


float4 main() : SV_TARGET
{
	// Go ahead and use everything here, just to make sure things got placed correctly
	return use(sharedT, sharedS)
		+  use(sharedCD)
		+  use(fragmentT, fragmentS)
		+  use(fragmentCD)
		+  use(sharedTF, sharedS)
		;
}
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