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compile-time-loop.slang
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//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj
//TEST(compute):COMPARE_RENDER_COMPUTE: -mtl -shaderobj
//TEST_INPUT: Texture2D(size=4, content = one):name t
//TEST_INPUT: Sampler:name s
//TEST_INPUT: ubuffer(data=[0], stride=4):out, name outputBuffer
Texture2D t;
SamplerState s;
RWStructuredBuffer<float> outputBuffer;
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
struct AssembledVertex
{
float3 position;
float3 color;
float2 uv;
};
struct CoarseVertex
{
float3 color;
float2 uv;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
output.coarseVertex.uv = input.assembledVertex.uv;
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
float2 uv = input.coarseVertex.uv;
output.fragment.color = float4(color, 1.0);
float4 result = 0;
$for(i in Range(0,5))
{
float4 v = t.Sample(s, uv, int2(i - 2, 0));
result += v;
}
outputBuffer[0] = result.x;
return output;
}