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#!amber
# Copyright 2019 The Amber Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
SHADER vertex vert_shader PASSTHROUGH
SHADER fragment frag_shader_red GLSL
#version 430
layout(location = 0) out vec4 color_out;
void main() {
color_out = vec4(1.0, 0.0, 0.0, 1.0);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = position;
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) texture2D tex;
uniform layout(set=0, binding=1) sampler tex_sampler;
void main() {
color_out = texture(sampler2D(tex, tex_sampler), texcoords_in);
}
END
SHADER compute compute_shader GLSL
#version 430
layout(local_size_x=16,local_size_y=16) in;
uniform layout (set=0, binding=0, rgba8) image2D texture;
void main () {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
vec4 color = imageLoad(texture, uv) + vec4(0, 1.0, 0, 0);
imageStore(texture, uv, color);
}
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
BUFFER position DATA_TYPE vec2<float> DATA
-0.75 -0.75
0.75 -0.75
0.75 0.75
-0.75 0.75
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
2.0 0.0
2.0 2.0
0.0 2.0
END
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader_red
FRAMEBUFFER_SIZE 256 256
BIND BUFFER texture AS color LOCATION 0
END
PIPELINE graphics pipeline2
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0
BIND SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
END
PIPELINE compute pipeline3
ATTACH compute_shader
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
END
# Generate a texture with a quad at the lower right corner.
CLEAR_COLOR pipeline1 0 0 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 128 128 SIZE 128 128
# Add green color to a 128x128 quad.
RUN pipeline3 8 8 1
# Draw the texture using a default sampler.
CLEAR_COLOR pipeline2 0 255 0 255
CLEAR pipeline2
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
EXPECT framebuffer IDX 33 33 SIZE 1 1 EQ_RGBA 0 255 255 255
EXPECT framebuffer IDX 81 81 SIZE 1 1 EQ_RGBA 255 0 0 255
EXPECT framebuffer IDX 81 33 SIZE 1 1 EQ_RGBA 0 0 255 255