glslang/Test/spv.register.noautoassign.frag

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SamplerState g_sSamp1 : register(s0);
SamplerState g_sSamp2;
SamplerState g_sSamp3[2] : register(s2);
SamplerState g_sSamp4[3];
SamplerState g_sSamp5;
SamplerState g_sSamp_unused1;
SamplerState g_sSamp_unused2;
Texture1D g_tTex1 : register(t1);
const uniform Texture1D g_tTex2;
Texture1D g_tTex3[2] : register(t3);
Texture1D g_tTex4[3];
Texture1D g_tTex5;
Texture1D g_tTex_unused1 : register(t0);
Texture1D g_tTex_unused2 : register(t2);
Texture1D g_tTex_unused3;
struct MyStruct_t {
int a;
float b;
float3 c;
};
uniform MyStruct_t mystruct : register(b4);
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
uniform float4 myfloat4_a;
uniform float4 myfloat4_b;
uniform int4 myint4_a;
float4 Func1()
{
return
g_tTex1 . Sample(g_sSamp1, 0.1) +
g_tTex2 . Sample(g_sSamp2, 0.2) +
g_tTex3[0] . Sample(g_sSamp3[0], 0.3) +
g_tTex3[1] . Sample(g_sSamp3[1], 0.3) +
g_tTex4[1] . Sample(g_sSamp4[1], 0.4) +
g_tTex4[2] . Sample(g_sSamp4[2], 0.4) +
g_tTex5 . Sample(g_sSamp5, 0.5) +
mystruct.c[1];
}
float4 Func2()
{
return
g_tTex1 . Sample(g_sSamp1, 0.1) +
g_tTex3[1] . Sample(g_sSamp3[1], 0.3);
}
// Not called from entry point:
float4 Func2_unused()
{
return
g_tTex_unused1 . Sample(g_sSamp_unused1, 1.1) +
g_tTex_unused2 . Sample(g_sSamp_unused2, 1.2);
}
PS_OUTPUT main_ep()
{
PS_OUTPUT psout;
psout.Color = Func1() + Func2();
return psout;
}