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1#!amber
2# Copyright 2019 The Amber Authors.
3#
4# Licensed under the Apache License, Version 2.0 (the "License");
5# you may not use this file except in compliance with the License.
6# You may obtain a copy of the License at
7#
8#     https://www.apache.org/licenses/LICENSE-2.0
9#
10# Unless required by applicable law or agreed to in writing, software
11# distributed under the License is distributed on an "AS IS" BASIS,
12# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13# See the License for the specific language governing permissions and
14# limitations under the License.
15
16SHADER vertex vert_shader PASSTHROUGH
17
18SHADER fragment frag_shader_red GLSL
19#version 430
20layout(location = 0) out vec4 color_out;
21void main() {
22  color_out = vec4(1.0, 0.0, 0.0, 1.0);
23}
24END
25
26SHADER vertex vert_shader_tex GLSL
27#version 430
28layout(location = 0) in vec4 position;
29layout(location = 1) in vec2 texcoords_in;
30layout(location = 0) out vec2 texcoords_out;
31void main() {
32  gl_Position = position;
33  texcoords_out = texcoords_in;
34}
35END
36
37SHADER fragment frag_shader_tex GLSL
38#version 430
39layout(location = 0) in vec2 texcoords_in;
40layout(location = 0) out vec4 color_out;
41uniform layout(set=0, binding=0) texture2D tex;
42uniform layout(set=0, binding=1) sampler tex_sampler;
43void main() {
44  color_out = texture(sampler2D(tex, tex_sampler), texcoords_in);
45}
46END
47
48SHADER compute compute_shader GLSL
49#version 430
50layout(local_size_x=16,local_size_y=16) in;
51uniform layout (set=0, binding=0, rgba8) image2D texture;
52void main () {
53  ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
54  vec4 color = imageLoad(texture, uv) + vec4(0, 1.0, 0, 0);
55  imageStore(texture, uv, color);
56}
57END
58
59BUFFER texture FORMAT R8G8B8A8_UNORM
60BUFFER framebuffer FORMAT B8G8R8A8_UNORM
61SAMPLER sampler
62BUFFER position DATA_TYPE vec2<float> DATA
63-0.75 -0.75
64 0.75 -0.75
65 0.75  0.75
66-0.75  0.75
67END
68BUFFER texcoords DATA_TYPE vec2<float> DATA
690.0 0.0
702.0 0.0
712.0 2.0
720.0 2.0
73END
74
75PIPELINE graphics pipeline1
76  ATTACH vert_shader
77  ATTACH frag_shader_red
78  FRAMEBUFFER_SIZE 256 256
79  BIND BUFFER texture AS color LOCATION 0
80END
81
82PIPELINE graphics pipeline2
83  ATTACH vert_shader_tex
84  ATTACH frag_shader_tex
85  BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0
86  BIND SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1
87  VERTEX_DATA position LOCATION 0
88  VERTEX_DATA texcoords LOCATION 1
89  FRAMEBUFFER_SIZE 256 256
90  BIND BUFFER framebuffer AS color LOCATION 0
91END
92
93PIPELINE compute pipeline3
94  ATTACH compute_shader
95  BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
96  FRAMEBUFFER_SIZE 256 256
97END
98
99# Generate a texture with a quad at the lower right corner.
100CLEAR_COLOR pipeline1 0 0 255 255
101CLEAR pipeline1
102RUN pipeline1 DRAW_RECT POS 128 128 SIZE 128 128
103
104# Add green color to a 128x128 quad.
105RUN pipeline3 8 8 1
106
107# Draw the texture using a default sampler.
108CLEAR_COLOR pipeline2 0 255 0 255
109CLEAR pipeline2
110RUN pipeline2 DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
111
112EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
113EXPECT framebuffer IDX 33 33 SIZE 1 1 EQ_RGBA 0 255 255 255
114EXPECT framebuffer IDX 81 81 SIZE 1 1 EQ_RGBA 255 0 0 255
115EXPECT framebuffer IDX 81 33 SIZE 1 1 EQ_RGBA 0 0 255 255
116