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127 lines
4.0 KiB
127 lines
4.0 KiB
#!amber
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# Copyright 2020 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) sampler2D tex_sampler_white;
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uniform layout(set=0, binding=1) sampler2D tex_sampler_black;
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void main() {
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// Use a sampler with a white border color for the right
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// side of the color buffer and a sampler with a black
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// border color for the left side.
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if (gl_FragCoord.x > 128.0)
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color_out = texture(tex_sampler_white, texcoords_in);
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else
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color_out = texture(tex_sampler_black, texcoords_in);
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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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# A sampler that generates white when texture coordinates
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# go out of range [0..1].
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SAMPLER sampler_white \
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ADDRESS_MODE_U clamp_to_border \
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ADDRESS_MODE_V clamp_to_border \
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BORDER_COLOR float_opaque_white
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# A sampler that generates black when texture coordinates
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# go out of range [0..1].
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SAMPLER sampler_black \
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ADDRESS_MODE_U clamp_to_border \
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ADDRESS_MODE_V clamp_to_border \
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BORDER_COLOR float_opaque_black
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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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-0.5 -0.5
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1.5 -0.5
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1.5 1.5
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-0.5 1.5
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END
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# A pipeline for generating a texture. Renders pure red.
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PIPELINE graphics texgen
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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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# A pipeline for drawing a textured quad using two samplers.
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PIPELINE graphics pipeline
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ATTACH vert_shader_tex
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ATTACH frag_shader_tex
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BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_white DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_black 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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# Generate a texture with a blue background and red quad at the lower right corner.
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CLEAR_COLOR texgen 0 0 255 255
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CLEAR texgen
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RUN texgen DRAW_RECT POS 128 128 SIZE 128 128
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# Clear to green and draw the generated texture in the center of the screen leaving
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# the background color to the edges. Use texture coordinates that go past the [0..1]
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# range to show border colors. The left side of the texture is using a sampler with
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# a black border, and the right side uses a sampler with a white border.
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CLEAR_COLOR pipeline 0 255 0 255
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CLEAR pipeline
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RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
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# Check for the green background.
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EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
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# Check for the black border color.
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EXPECT framebuffer IDX 55 55 SIZE 1 1 EQ_RGBA 0 0 0 255
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# Check for the blue part of the texture.
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EXPECT framebuffer IDX 105 105 SIZE 1 1 EQ_RGBA 0 0 255 255
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# Check for the red part of the texture.
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EXPECT framebuffer IDX 150 150 SIZE 1 1 EQ_RGBA 255 0 0 255
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# Check for the white border color.
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EXPECT framebuffer IDX 200 200 SIZE 1 1 EQ_RGBA 255 255 255 255
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