// RUN: %clang_cc1 -triple spirv-linux-vulkan-vertex -x hlsl -emit-llvm -finclude-default-header -disable-llvm-passes -o - %s | FileCheck %s // This is almost the same as semantic.explicit-mix-builtin.hlsl, except this // time we build a vertex shader. This means the SV_Position semantic output // is also a BuiltIn, This means we can mix implicit and explicit location // assignment. struct S1 { float4 position : SV_Position; [[vk::location(3)]] float4 color : A; }; // CHECK: @SV_Position0 = external hidden thread_local addrspace(7) externally_initialized constant <4 x float>, !spirv.Decorations ![[#MD_0:]] // CHECK: @SV_Position = external hidden thread_local addrspace(8) global <4 x float>, !spirv.Decorations ![[#MD_2:]] // CHECK: @A0 = external hidden thread_local addrspace(8) global <4 x float>, !spirv.Decorations ![[#MD_4:]] [shader("vertex")] S1 main1(float4 position : SV_Position) { S1 output; output.position = position; output.color = position; return output; } // CHECK: ![[#MD_0]] = !{![[#MD_1:]]} // CHECK: ![[#MD_1]] = !{i32 30, i32 0} // | `-> Location index // `-> SPIR-V decoration 'Location' // CHECK: ![[#MD_2]] = !{![[#MD_3:]]} // CHECK: ![[#MD_3]] = !{i32 11, i32 0} // | `-> BuiltIn 'Position' // `-> SPIR-V decoration 'BuiltIn' // CHECK: ![[#MD_4]] = !{![[#MD_5:]]} // CHECK: ![[#MD_5]] = !{i32 30, i32 3} // | `-> Location index // `-> SPIR-V decoration 'Location'