[require] shader model >= 4.0 [pixel shader] float4 main(float4 pos : sv_position, float4 res : RESULT) : sv_target { return res; } [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32-float CASCADE 1 1 r32g32-float CASCADE 2 [vb 0] -1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 [vb 1] 0.0 1.0 2.0 2.1 0.0 1.0 2.0 2.1 0.0 1.0 2.0 2.1 0.0 1.0 2.0 2.1 [vertex shader] struct apple { float aa; // Ends up as CASCADE0 float bb; // Ends up as CASCADE1 float2 cc; // Ends up as CASCADE2 }; float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ap.aa, ap.bb, ap.cc); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(0.0, 1.0, 2.0, 2.1) [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32-float CASCADE 1 1 r32-float CASCADE 2 1 r32-float CASCADE 3 1 r32-float CASCADE 4 1 r32g32-float CASCADE 5 [vb 1] 0.0 1.0 2.0 3.0 4.0 5.0 5.1 0.0 1.0 2.0 3.0 4.0 5.0 5.1 0.0 1.0 2.0 3.0 4.0 5.0 5.1 0.0 1.0 2.0 3.0 4.0 5.0 5.1 [vertex shader] struct apple { float aa; // Ends up as CASCADE0 float bb[4]; // End up as CASCADE1-4 float2 cc; // Ends up as CASCADE5 }; float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ap.aa, ap.bb[2], ap.cc); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 todo(msl & sm>=6) draw triangle strip 4 probe (0, 0) f32(0.0, 3.0, 5.0, 5.1) [input layout] 0 r32g32-float POSITION 1 r32g32-float CASCADE 0 1 r32-float CASCADE 1 1 r32g32-float CASCADE 2 1 r32g32-float CASCADE 3 [vb 1] 0.0 0.1 1.0 2.0 2.1 3.0 3.1 0.0 0.1 1.0 2.0 2.1 3.0 3.1 0.0 0.1 1.0 2.0 2.1 3.0 3.1 0.0 0.1 1.0 2.0 2.1 3.0 3.1 % Test nested structs. [vertex shader] struct apple { float aa; // Gets CASCADE1 float2 bb; // Gets CASCADE2 }; struct banana { float2 aa; // Gets CASCADE0 struct apple ap; // Gets CASCADE1-2 float2 cc; // Gets CASCADE3 }; float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ba.aa.y, ba.ap.bb, ba.cc.y); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(0.1, 2.0, 2.1, 3.1) [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32-float CASCADE 1 1 r32g32-float CASCADE 2 1 r32-float CASCADE 3 1 r32g32-float CASCADE 4 1 r32-float CASCADE 5 [vb 1] 0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0 0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0 0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0 0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0 % Test nested struct array. [vertex shader] struct apple { float aa; float2 bb; }; struct banana { float dd; // Gets CASCADE0 struct apple ap[2]; // Gets CASCADE1-4 float ee; // Gets CASCADE5 }; float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ba.ap[0].aa, ba.ap[1].bb, ba.ee); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 todo(sm>=6) draw triangle strip 4 probe (0, 0) f32(1.0, 4.0, 4.1, 5.0) [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32g32-float CASCADE 1 1 r32-float CASCADE 2 1 r32g32-float CASCADE 3 1 r32-float CASCADE 4 1 r32g32-float CASCADE 5 [vb 1] 0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1 0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1 0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1 0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1 % Test array. The semantic indexes of each array element don't overlap. [vertex shader] struct apple { float aa; float2 bb; }; float4 main(float4 position : position, struct apple ap[3] : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ap[0].aa, ap[1].bb, ap[2].aa); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 todo(sm>=6) draw triangle strip 4 probe (0, 0) f32(0.0, 3.0, 3.1, 4.0) [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32g32-float CASCADE 1 [vb 1] 0.0 1.0 1.1 0.0 1.0 1.1 0.0 1.0 1.1 0.0 1.0 1.1 % Test for overriding. [vertex shader] struct apple { float aa; float2 bb : INPLACE; // Gets overridden by CASCADE1, with a warning. }; float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ap.aa, ap.bb, 0); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 todo(opengl) probe (0, 0) f32(0.0, 1.0, 1.1, 0.0) [input layout] 0 r32g32-float POSITION 1 r32-float CASCADE 0 1 r32-float CASCADE 1 1 r32-float CASCADE 2 [vb 1] 0.0 1.0 2.0 0.0 1.0 2.0 0.0 1.0 2.0 0.0 1.0 2.0 % The outermost semantic overrides all others. [vertex shader] struct apple { float aa : INPLACE; // Gets CASCADE1 float bb; // Gets CASCADE2 }; struct banana { float aa; // Gets CASCADE0 struct apple ap : INPLACE; }; float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position { res = float4(ba.aa, ba.ap.aa, ba.ap.bb, 0); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(0.0, 1.0, 2.0, 0.0) [input layout] 0 r32g32-float POSITION 1 r32-float INPLACE 0 1 r32-float INPLACE 1 1 r32-float CASCADE 0 1 r32-float CASCADE 1 [vb 1] 100.0 101.0 0.0 1.0 100.0 101.0 0.0 1.0 100.0 101.0 0.0 1.0 100.0 101.0 0.0 1.0 [vertex shader] struct apple { float aa : INPLACE0; float bb : INPLACE1; }; float4 main(float4 position : position, struct apple ap1 : CASCADE, struct apple ap2, out float4 res : RESULT) : sv_position { res = float4(ap1.aa, ap1.bb, ap2.aa, ap2.bb); return float4(position.xy, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(0.0, 1.0, 100.0, 101.0) [input layout] 0 r32g32-float POSITION 1 r32g32b32a32-float SEMA 0 1 r32g32b32a32-float SEMB 0 [vb 1] 40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0 40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0 40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0 40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0 [vertex shader] struct apple { float4 f : SOMETHING_ELSE; }; // RESULT on the return value overrides the SOMETHING_ELSE in the struct declaration. // Note that native only accepts a 4-component float32 vector as output. struct apple main(in float2 pos : POSITION, in float4 sema : SEMA, in float4 semb : SEMB, out float4 out_pos : SV_POSITION) : RESULT { struct apple res; out_pos = float4(pos, 1.0, 1.0); res.f = 100 * sema + semb; return res; } [pixel shader] // Since the RETURN semantic got allocated before SV_POSITION in the vertex // shader output, swap the order in the pixel shader. float4 main(float4 res : RESULT, float4 pos : sv_position) : sv_target { return res; } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 todo(opengl) probe (0, 0) f32(4080.0, 4181.0, 4282.0, 4383.0) % Test multiple overrides. [vertex shader] struct apple { float4 f : SOMETHING_ELSE; }; void main(in float2 pos : POSITION, apple sema : SEMA, apple semb : SEMB, out apple res : RESULT, out apple out_pos : SV_POSITION) { out_pos.f = float4(pos, 1.0, 1.0); res.f = 100 * semb.f + sema.f; } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(8040.0, 8141.0, 8242.0, 8343.0) [input layout] 0 r32g32-float POSITION 1 r32g32b32a32-float SEMA 3 1 r32g32b32a32-float SEMA 4 [vb 1] 30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0 30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0 30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0 30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0 % Test semantic cascading with initial offset. [vertex shader] struct apple { float4 f : SOMETHING_ELSE; // gets SEMA3 float4 g : OVERRIDDEN2; // gets SEMA4 }; void main(in float2 pos : POSITION, apple ap : SEMA3, out float4 res : RESULT, out float4 out_pos : SV_POSITION) { out_pos = float4(pos, 1, 1); res = float4(ap.f.xy, ap.g.zw); } [test] clear rtv 0 0.0 0.0 0.0 0.0 draw triangle strip 4 probe (0, 0) f32(30.0, 31.0, 42.0, 43.0)