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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 vertex vert_shader PASSTHROUGH
SHADER fragment frag_shader_red GLSL
#version 430
layout(location = 0) out vec4 color_out;
void main() {
color_out = vec4(1.0, 0.0, 0.0, 1.0);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = position;
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler_white;
uniform layout(set=0, binding=1) sampler2D tex_sampler_black;
void main() {
// Use a sampler with a white border color for the right
// side of the color buffer and a sampler with a black
// border color for the left side.
if (gl_FragCoord.x > 128.0)
color_out = texture(tex_sampler_white, texcoords_in);
else
color_out = texture(tex_sampler_black, texcoords_in);
}
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
# A sampler that generates white when texture coordinates
# go out of range [0..1].
SAMPLER sampler_white \
ADDRESS_MODE_U clamp_to_border \
ADDRESS_MODE_V clamp_to_border \
BORDER_COLOR float_opaque_white
# A sampler that generates black when texture coordinates
# go out of range [0..1].
SAMPLER sampler_black \
ADDRESS_MODE_U clamp_to_border \
ADDRESS_MODE_V clamp_to_border \
BORDER_COLOR float_opaque_black
BUFFER position DATA_TYPE vec2<float> DATA
-0.75 -0.75
0.75 -0.75
0.75 0.75
-0.75 0.75
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
-0.5 -0.5
1.5 -0.5
1.5 1.5
-0.5 1.5
END
# A pipeline for generating a texture. Renders pure red.
PIPELINE graphics texgen
ATTACH vert_shader
ATTACH frag_shader_red
FRAMEBUFFER_SIZE 256 256
BIND BUFFER texture AS color LOCATION 0
END
# A pipeline for drawing a textured quad using two samplers.
PIPELINE graphics pipeline
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_white DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_black DESCRIPTOR_SET 0 BINDING 1
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
END
# Generate a texture with a blue background and red quad at the lower right corner.
CLEAR_COLOR texgen 0 0 255 255
CLEAR texgen
RUN texgen DRAW_RECT POS 128 128 SIZE 128 128
# Clear to green and draw the generated texture in the center of the screen leaving
# the background color to the edges. Use texture coordinates that go past the [0..1]
# range to show border colors. The left side of the texture is using a sampler with
# a black border, and the right side uses a sampler with a white border.
CLEAR_COLOR pipeline 0 255 0 255
CLEAR pipeline
RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
# Check for the green background.
EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
# Check for the black border color.
EXPECT framebuffer IDX 55 55 SIZE 1 1 EQ_RGBA 0 0 0 255
# Check for the blue part of the texture.
EXPECT framebuffer IDX 105 105 SIZE 1 1 EQ_RGBA 0 0 255 255
# Check for the red part of the texture.
EXPECT framebuffer IDX 150 150 SIZE 1 1 EQ_RGBA 255 0 0 255
# Check for the white border color.
EXPECT framebuffer IDX 200 200 SIZE 1 1 EQ_RGBA 255 255 255 255