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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_mipclear PASSTHROUGH
SHADER vertex vert_shader_lod GLSL
#version 430
layout(location = 0) in vec3 position_in;
layout(location = 0) out vec4 color_out;
layout(set = 0, binding = 0) uniform highp sampler2D tex;
void main() {
gl_Position = vec4(position_in, 1.0);
// Pick a color from the center of a mipmap. Each corner point gets its own mip level.
color_out = vec4(textureLod(tex, vec2(0.5), float(gl_VertexIndex % 4)));
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 color_in;
layout(location = 0) out vec4 color_out;
void main() {
color_out = color_in;
}
END
BUFFER texture FORMAT B8G8R8A8_UNORM MIP_LEVELS 4
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler MAX_LOD 4.0
PIPELINE graphics mipclear_pipeline0
ATTACH vert_shader_mipclear
ATTACH frag_shader
BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 0
FRAMEBUFFER_SIZE 512 512
END
PIPELINE graphics mipclear_pipeline1
ATTACH vert_shader_mipclear
ATTACH frag_shader
BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 1
FRAMEBUFFER_SIZE 256 256
END
PIPELINE graphics mipclear_pipeline2
ATTACH vert_shader_mipclear
ATTACH frag_shader
BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 2
FRAMEBUFFER_SIZE 128 128
END
PIPELINE graphics mipclear_pipeline3
ATTACH vert_shader_mipclear
ATTACH frag_shader
BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 3
FRAMEBUFFER_SIZE 64 64
END
PIPELINE graphics lod_pipeline
ATTACH vert_shader_lod
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
FRAMEBUFFER_SIZE 512 512
END
# Clear all mip levels to different color.
CLEAR_COLOR mipclear_pipeline0 255 0 0 255
CLEAR mipclear_pipeline0
CLEAR_COLOR mipclear_pipeline1 0 255 0 255
CLEAR mipclear_pipeline1
CLEAR_COLOR mipclear_pipeline2 0 0 255 255
CLEAR mipclear_pipeline2
CLEAR_COLOR mipclear_pipeline3 255 255 0 255
CLEAR mipclear_pipeline3
CLEAR_COLOR lod_pipeline 0 0 0 255
CLEAR lod_pipeline
RUN lod_pipeline DRAW_RECT POS 0 0 SIZE 512 512
# Check corners of the frame buffer: each should have a color from a different mip level.
EXPECT framebuffer IDX 0 511 SIZE 1 1 EQ_RGBA 255 0 0 255
EXPECT framebuffer IDX 511 0 SIZE 1 1 EQ_RGBA 255 255 0 255
EXPECT framebuffer IDX 511 511 SIZE 1 1 EQ_RGBA 0 0 255 255
EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 0 255 0 255