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Add test for multiple stage IO locations
This verifies part of issue #5633.
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//TEST(smoke,render):COMPARE_HLSL_RENDER: | ||
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cbuffer Uniforms | ||
{ | ||
float4x4 modelViewProjection; | ||
} | ||
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struct AssembledVertex | ||
{ | ||
float3 position; | ||
float3 color; | ||
}; | ||
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struct Fragment | ||
{ | ||
float4 color; | ||
}; | ||
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// Vertex Shader | ||
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struct VertexStageInput | ||
{ | ||
AssembledVertex assembledVertex : A; | ||
}; | ||
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struct VertexStageOutput | ||
{ | ||
float3 color : VERTEX_COLOR; | ||
float3 localPosition : VERTEX_LOCAL_POSITION; | ||
float4 sv_position : SV_Position; | ||
}; | ||
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VertexStageOutput vertexMain(VertexStageInput input) | ||
{ | ||
VertexStageOutput output; | ||
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float3 position = input.assembledVertex.position; | ||
float3 color = input.assembledVertex.color; | ||
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output.color = color; | ||
output.sv_position = mul(modelViewProjection, float4(position, 1.0)); | ||
output.localPosition = position; | ||
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return output; | ||
} | ||
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// Fragment Shader | ||
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struct FragmentStageInput | ||
{ | ||
float3 color : VERTEX_COLOR; | ||
float3 localPosition : VERTEX_LOCAL_POSITION; | ||
}; | ||
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struct FragmentStageOutput | ||
{ | ||
Fragment fragment : SV_Target; | ||
}; | ||
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FragmentStageOutput fragmentMain(FragmentStageInput input) | ||
{ | ||
FragmentStageOutput output; | ||
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float3 color = input.color; | ||
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if (input.color.y < input.color.z) | ||
{ | ||
output.fragment.color = float4(input.localPosition, 1.0); | ||
} | ||
else | ||
{ | ||
output.fragment.color = float4(input.color, 1.0); | ||
} | ||
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return output; | ||
} |
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@@ -0,0 +1,5 @@ | ||
result code = 0 | ||
standard error = { | ||
} | ||
standard output = { | ||
} |
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result code = 0 | ||
standard error = { | ||
} | ||
standard output = { | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,5 @@ | ||
result code = 0 | ||
standard error = { | ||
} | ||
standard output = { | ||
} |
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