#!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 vertex vert_shader PASSTHROUGH SHADER fragment frag_shader_red GLSL #version 430 layout(location = 0) out uvec4 color_out; void main() { color_out = uvec4(255, 0.0, 0.0, 255); } 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) utexture2D tex; uniform layout(set=0, binding=1) sampler tex_sampler; void main() { color_out = texture(usampler2D(tex, tex_sampler), texcoords_in); } END BUFFER texture FORMAT R8G8B8A8_UINT BUFFER framebuffer FORMAT B8G8R8A8_UNORM # Define samplers for all integer border colors. SAMPLER sampler_int_opaque_white \ ADDRESS_MODE_U clamp_to_border \ ADDRESS_MODE_V clamp_to_border \ BORDER_COLOR int_opaque_white SAMPLER sampler_int_opaque_black \ ADDRESS_MODE_U clamp_to_border \ ADDRESS_MODE_V clamp_to_border \ BORDER_COLOR int_opaque_black SAMPLER sampler_int_transparent_black \ ADDRESS_MODE_U clamp_to_border \ ADDRESS_MODE_V clamp_to_border \ BORDER_COLOR int_transparent_black BUFFER position DATA_TYPE vec2 DATA -1.0 -1.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 1.0 -1.0 1.0 0.0 0.0 0.0 -1.0 0.0 0.0 0.0 0.0 1.0 -1.0 1.0 END BUFFER texcoords DATA_TYPE vec2 DATA -1.0 -1.0 2.0 -1.0 2.0 2.0 -1.0 2.0 -1.0 -1.0 2.0 -1.0 2.0 2.0 -1.0 2.0 -1.0 -1.0 2.0 -1.0 2.0 2.0 -1.0 2.0 END PIPELINE graphics pipeline_texgen ATTACH vert_shader ATTACH frag_shader_red FRAMEBUFFER_SIZE 256 256 BIND BUFFER texture AS color LOCATION 0 END PIPELINE graphics pipeline_int_opaque_white ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0 BIND SAMPLER sampler_int_opaque_white 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 DERIVE_PIPELINE pipeline_int_opaque_black FROM pipeline_int_opaque_white BIND SAMPLER sampler_int_opaque_black DESCRIPTOR_SET 0 BINDING 1 END DERIVE_PIPELINE pipeline_int_transparent_black FROM pipeline_int_opaque_white BIND SAMPLER sampler_int_transparent_black DESCRIPTOR_SET 0 BINDING 1 END # Generate texture: a rectangle at the lower right corner. CLEAR_COLOR pipeline_texgen 0 0 255 255 CLEAR pipeline_texgen RUN pipeline_texgen DRAW_RECT POS 128 128 SIZE 128 128 # Draw the texture with coordinates going beyond 0 and 1 to trigger border color. RUN pipeline_int_opaque_white DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 RUN pipeline_int_opaque_black DRAW_ARRAY AS TRIANGLE_FAN START_IDX 4 COUNT 4 RUN pipeline_int_transparent_black DRAW_ARRAY AS TRIANGLE_FAN START_IDX 8 COUNT 4 EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 255 255 255 255 EXPECT framebuffer IDX 129 1 SIZE 1 1 EQ_RGBA 0 0 0 255 EXPECT framebuffer IDX 1 129 SIZE 1 1 EQ_RGBA 0 0 0 0