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1#!amber
2# Copyright 2022 Google LLC
3# Copyright 2022 LunarG, Inc.
4#
5# Licensed under the Apache License, Version 2.0 (the "License");
6# you may not use this file except in compliance with the License.
7# You may obtain a copy of the License at
8#
9#     http://www.apache.org/licenses/LICENSE-2.0
10#
11# Unless required by applicable law or agreed to in writing, software
12# distributed under the License is distributed on an "AS IS" BASIS,
13# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14# See the License for the specific language governing permissions and
15# limitations under the License.
16
17SHADER vertex vert_shader GLSL
18#version 450
19layout(location = 0) in vec2 vertex_position;
20
21layout(set = 0, binding = 0) buffer block0
22{
23    int data[20];
24} ssbo;
25
26void main()
27{
28  gl_Position = vec4(vertex_position, 0.0f, 1.0f);
29
30  // Only want to perform these operations once
31  if(gl_VertexIndex == 0)
32  {
33    // Zero constants
34    int ival = ssbo.data[0];
35    float val = float(ival);
36
37    // int div
38    ssbo.data[1] = 7 / ival;
39    // float div
40    ssbo.data[2] = int(7.0 / val);
41    // normalize float
42    ssbo.data[3] = int(normalize(val));
43    // normalize vec2
44    ssbo.data[4] = int(normalize(vec2(val))[ival]);
45    // normalize vec3
46    ssbo.data[5] = int(normalize(vec3(val))[ival]);
47    // normalize vec4
48    ssbo.data[6] = int(normalize(vec4(val))[ival]);
49    // integer mod
50    ssbo.data[7] = 7 % ival;
51    // float mod
52    ssbo.data[8] = int(mod(7.0, val));
53    // vec2 mod
54    ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
55    // vec3 mod
56    ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
57    // vec4 mod
58    ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
59    // float smoothstep
60    ssbo.data[12] = int(smoothstep(val, val, 0.3));
61    // vec2 smoothstep
62    ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
63    // vec3 smoothstep
64    ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
65    // vec4 smoothstep
66    ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
67    // float atan2
68    ssbo.data[16] = int(atan(7.0, val));
69    // vec2 atan2
70    ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
71    // vec3 atan2
72    ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
73    // vec4 atan2
74    ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
75
76    // Known good value
77    ssbo.data[0] = 42;
78  }
79}
80END
81
82
83SHADER fragment frag_shader GLSL
84#version 450
85layout(location = 0) out vec4 color_out;
86void main() {
87  color_out = vec4(1.0, 0.0, 0.0, 1.0);
88}
89END
90
91BUFFER ssbo_buffer DATA_TYPE int32 DATA
920 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
93END
94
95BUFFER framebuffer FORMAT B8G8R8A8_UNORM
96
97PIPELINE graphics my_pipeline
98  ATTACH vert_shader
99  ATTACH frag_shader
100  BIND BUFFER framebuffer AS color LOCATION 0
101  BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
102END
103
104RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
105
106EXPECT ssbo_buffer IDX 0 EQ 42
107