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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(local_size_x=4,local_size_y=1) in;
uniform layout(set=0, binding=0) samplerBuffer texelsIn;
uniform layout(set=0, binding=1, rgba32f) imageBuffer texelsOut;
void main ()
{
vec4 color = texelFetch(texelsIn, int(gl_GlobalInvocationID));
imageStore(texelsOut, int(gl_GlobalInvocationID), color);
}
END
BUFFER texel_buffer_in DATA_TYPE R8G8B8A8_UNORM DATA
255 0 0 255
0 255 0 255
0 0 255 255
0 255 255 255
END
BUFFER texel_buffer_out DATA_TYPE R32G32B32A32_SFLOAT SIZE 4 FILL 0
BUFFER ref DATA_TYPE R32G32B32A32_SFLOAT DATA
1.0 0.0 0.0 1.0
0.0 1.0 0.0 1.0
0.0 0.0 1.0 1.0
0.0 1.0 1.0 1.0
END
PIPELINE compute pipeline
ATTACH compute_shader
BIND BUFFER texel_buffer_in AS uniform_texel_buffer DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER texel_buffer_out AS storage_texel_buffer DESCRIPTOR_SET 0 BINDING 1
END
RUN pipeline 1 1 1
EXPECT texel_buffer_out EQ_BUFFER ref