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#!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<float> SIZE 17 FILL 0.0
BUFFER buf1 DATA_TYPE vec4<float> 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