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