#!amber # Copyright 2020 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 compute compute_shader GLSL #version 430 layout(set = 0, binding = 0) buffer block0 { vec4 data0; }; layout(set = 0, binding = 1) buffer block1 { vec4 data1; }; void main() { data0 = vec4(1, 2, 3, 4); data1 = vec4(5, 6, 7, 8); } END # The Vulkan spec lists the maximum value of minStorageBufferOffsetAlignment # (i.e. the maximum possible alignment requirement) as 256 bytes. # Allocate enough space to hold one vec4 (each 16 bytes) # after the alignment (256 / 16 + 1). BUFFER buf0 DATA_TYPE vec4 SIZE 17 FILL 0.0 BUFFER buf1 DATA_TYPE vec4 SIZE 17 FILL 0.0 PIPELINE compute pipeline ATTACH compute_shader BIND BUFFER buf0 AS storage_dynamic DESCRIPTOR_SET 0 BINDING 0 OFFSET 0 # Using the maximum possible required offset alignment of 256 bytes to support all implementations. BIND BUFFER buf1 AS storage_dynamic DESCRIPTOR_SET 0 BINDING 1 OFFSET 256 END RUN pipeline 1 1 1 EXPECT buf0 IDX 0 EQ 1.0 2.0 3.0 4.0 EXPECT buf1 IDX 256 EQ 5.0 6.0 7.0 8.0