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32 lines
1.2 KiB
HLSL
32 lines
1.2 KiB
HLSL
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-library -x hlsl -finclude-default-header -emit-llvm -disable-llvm-passes -o - %s | llvm-cxxfilt | FileCheck %s
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// CHECK: %"class.hlsl::Texture2D" = type { target("dx.Texture", <4 x float>, 0, 0, 0, 2), %"struct.hlsl::Texture2D<>::mips_type" }
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SamplerState g_s : register(s0);
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struct S {
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Texture2D tex;
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};
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// CHECK: define {{.*}}void @use_struct(S)(ptr noundef {{.*}}%s)
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void use_struct(S s) {
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// CHECK: call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2])
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float4 val = s.tex.Sample(g_s, float2(0.5, 0.5));
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}
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// CHECK: define {{.*}}void @use_param(hlsl::Texture2D<float vector[4]>)(ptr noundef {{.*}}%p)
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void use_param(Texture2D p) {
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// CHECK: call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2])
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float4 val = p.Sample(g_s, float2(0.5, 0.5));
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}
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[shader("pixel")]
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float4 main() : SV_Target {
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// CHECK: %local = alloca %"class.hlsl::Texture2D"
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Texture2D local;
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// CHECK: call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2])
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return local.Sample(g_s, float2(0.5, 0.5));
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}
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// CHECK: declare <4 x float> @llvm.dx.resource.sample.v4f32
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