|
@@ -0,0 +1,34 @@
|
|
|
+// RUN: %dxc -T lib_6_2 %s | FileCheck %s
|
|
|
+
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 0, i8 0)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 0, i8 1)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 0, i8 2)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 0, i8 3)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 1, i8 0)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 1, i8 1)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 1, i8 2)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 1, i8 3)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 2, i8 0)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 2, i8 1)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 2, i8 2)
|
|
|
+// CHECK: call float @dx.op.objectToWorld.f32(i32 151, i32 2, i8 3)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 0, i8 0)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 0, i8 1)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 0, i8 2)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 0, i8 3)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 1, i8 0)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 1, i8 1)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 1, i8 2)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 1, i8 3)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 2, i8 0)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 2, i8 1)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 2, i8 2)
|
|
|
+// CHECK: call float @dx.op.worldToObject.f32(i32 152, i32 2, i8 3)
|
|
|
+
|
|
|
+float3x4 emit(uint shader) {
|
|
|
+ float3x4 o2w = ObjectToWorld();
|
|
|
+ float3x4 w2o = WorldToObject();
|
|
|
+
|
|
|
+
|
|
|
+ return o2w + w2o;
|
|
|
+}
|