#!amber # Copyright 2019 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(set = 0, binding = 0) buffer block0 { mat2 identical_mat_0; }; layout(set = 0, binding = 1) uniform block1 { mat2 identical_mat_1; }; layout(set = 0, binding = 2) buffer block3 { vec2 test0; vec2 test1; }; void main() { test0 = identical_mat_0 * test0; test1 = identical_mat_1 * test1; } END # This is bound as an SSBO, so matrix stride is 8 BUFFER buf0 DATA_TYPE mat2x2 DATA 1.0 0.0 0.0 1.0 END # This is bound as a UBO so matrix stride is 16 due to GLSLang setting # STD140 layout. BUFFER buf1 DATA_TYPE mat2x2 DATA 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 END BUFFER buf2 DATA_TYPE vec2 DATA 3.7 9.4 4.5 6.1 END PIPELINE compute pipeline ATTACH compute_shader BIND BUFFER buf0 AS storage DESCRIPTOR_SET 0 BINDING 0 BIND BUFFER buf1 AS uniform DESCRIPTOR_SET 0 BINDING 1 BIND BUFFER buf2 AS storage DESCRIPTOR_SET 0 BINDING 2 END RUN pipeline 1 1 1 EXPECT buf2 IDX 0 EQ 3.7 9.4 EXPECT buf2 IDX 8 EQ 4.5 6.1