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102 lines
3.0 KiB
102 lines
3.0 KiB
#!amber
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# Copyright 2019 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_mipclear PASSTHROUGH
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SHADER vertex vert_shader_lod GLSL
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#version 430
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layout(location = 0) in vec3 position_in;
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layout(location = 0) out vec4 color_out;
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layout(set = 0, binding = 0) uniform highp sampler2D tex;
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void main() {
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gl_Position = vec4(position_in, 1.0);
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// Pick a color from the center of a mipmap. Each corner point gets its own mip level.
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color_out = vec4(textureLod(tex, vec2(0.5), float(gl_VertexIndex % 4)));
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}
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END
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) in vec4 color_in;
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layout(location = 0) out vec4 color_out;
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void main() {
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color_out = color_in;
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}
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END
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BUFFER texture FORMAT B8G8R8A8_UNORM MIP_LEVELS 4
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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SAMPLER sampler MAX_LOD 4.0
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PIPELINE graphics mipclear_pipeline0
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ATTACH vert_shader_mipclear
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ATTACH frag_shader
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BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 0
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FRAMEBUFFER_SIZE 512 512
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END
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PIPELINE graphics mipclear_pipeline1
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ATTACH vert_shader_mipclear
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ATTACH frag_shader
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BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 1
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FRAMEBUFFER_SIZE 256 256
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END
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PIPELINE graphics mipclear_pipeline2
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ATTACH vert_shader_mipclear
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ATTACH frag_shader
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BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 2
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FRAMEBUFFER_SIZE 128 128
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END
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PIPELINE graphics mipclear_pipeline3
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ATTACH vert_shader_mipclear
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ATTACH frag_shader
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BIND BUFFER texture AS color LOCATION 0 BASE_MIP_LEVEL 3
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FRAMEBUFFER_SIZE 64 64
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END
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PIPELINE graphics lod_pipeline
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ATTACH vert_shader_lod
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ATTACH frag_shader
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BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER framebuffer AS color LOCATION 0
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FRAMEBUFFER_SIZE 512 512
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END
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# Clear all mip levels to different color.
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CLEAR_COLOR mipclear_pipeline0 255 0 0 255
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CLEAR mipclear_pipeline0
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CLEAR_COLOR mipclear_pipeline1 0 255 0 255
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CLEAR mipclear_pipeline1
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CLEAR_COLOR mipclear_pipeline2 0 0 255 255
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CLEAR mipclear_pipeline2
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CLEAR_COLOR mipclear_pipeline3 255 255 0 255
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CLEAR mipclear_pipeline3
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CLEAR_COLOR lod_pipeline 0 0 0 255
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CLEAR lod_pipeline
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RUN lod_pipeline DRAW_RECT POS 0 0 SIZE 512 512
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# Check corners of the frame buffer: each should have a color from a different mip level.
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EXPECT framebuffer IDX 0 511 SIZE 1 1 EQ_RGBA 255 0 0 255
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EXPECT framebuffer IDX 511 0 SIZE 1 1 EQ_RGBA 255 255 0 255
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EXPECT framebuffer IDX 511 511 SIZE 1 1 EQ_RGBA 0 0 255 255
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EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 0 255 0 255
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