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# 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.
[compute shader]
#version 430
layout(set = 0, binding = 0) buffer block0 {
mat3x2 transform0;
};
layout(set = 0, binding = 1) uniform block1 {
mat3x2 transform1;
};
layout(set = 0, binding = 2) buffer block3 {
vec3 test0;
vec3 test1;
};
void main() {
test0 = vec3(transform0 * test0, 1.0);
test1 = vec3(transform1 * test1, 1.0);
}
[test]
# Fill mat3x2 using float
# MatrixStride == 8
ssbo 0:0 subdata mat3x2 0 1.0 0.0 \
0.0 1.0 \
0.0 1.0
# MatrixStride == 16
uniform ubo 0:1 mat3x2 0 1.0 0.0 \
0.0 1.0 \
0.0 1.0
ssbo 0:2 subdata vec3 0 7.3 9.4 -5.8
ssbo 0:2 subdata vec3 16 4.5 6.1 -3.8
compute 1 1 1
tolerance 0.1%
# 3.6 == 9.4 + -5.8
# i.e., test0.y + test0.z
probe ssbo vec3 0:2 0 ~= 7.3 3.6 1.0
# 2.3 == 6.1 + -3.8
# i.e., test1.y + test1.z
probe ssbo vec3 0:2 16 ~= 4.5 2.3 1.0