#!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 compute compute_shader GLSL #version 430 layout(local_size_x=4,local_size_y=1) in; uniform layout(set=0, binding=0) samplerBuffer texelsIn; uniform layout(set=0, binding=1, rgba32f) imageBuffer texelsOut; void main () { vec4 color = texelFetch(texelsIn, int(gl_GlobalInvocationID)); imageStore(texelsOut, int(gl_GlobalInvocationID), color); } END BUFFER texel_buffer_in DATA_TYPE R8G8B8A8_UNORM DATA 255 0 0 255 0 255 0 255 0 0 255 255 0 255 255 255 END BUFFER texel_buffer_out DATA_TYPE R32G32B32A32_SFLOAT SIZE 4 FILL 0 BUFFER ref DATA_TYPE R32G32B32A32_SFLOAT DATA 1.0 0.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 0.0 1.0 1.0 0.0 1.0 1.0 1.0 END PIPELINE compute pipeline ATTACH compute_shader BIND BUFFER texel_buffer_in AS uniform_texel_buffer DESCRIPTOR_SET 0 BINDING 0 BIND BUFFER texel_buffer_out AS storage_texel_buffer DESCRIPTOR_SET 0 BINDING 1 END RUN pipeline 1 1 1 EXPECT texel_buffer_out EQ_BUFFER ref