================
@@ -0,0 +1,103 @@
+// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library -x hlsl -o - 
-fsyntax-only %s -verify
+
+// TODO: Implement "Buffer", we use a substitute UDT
+// to test the 't' binding type for this test.
+
+template<typename T>
+struct [[hlsl::resource_class(SRV)]] Buffer {
+  T x;
+};
+
+// TODO: Implement "SamplerState", we use a substitute UDT
+// to test the 's' binding type for this test.
+struct [[hlsl::resource_class(Sampler)]] SamplerState {
+  int x;
+};
+
+// TODO: Implement "Texture2D", we use a substitute UDT
+// to test a non-templated 't' binding type for this test.
+struct [[hlsl::resource_class(UAV)]] Texture2D {
----------------
damyanp wrote:

Texture2D should be resource_class(SRV).   RWTexture2D should be 
resource_class(UAV).

This is moot though, because I think this change should be focusing on testing 
resource_class, not trying to specify which resource class each HLSL resource 
object should be.

https://github.com/llvm/llvm-project/pull/97103
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