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1#!amber
2# Copyright 2020 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) sampler2D tex_sampler_white;
42uniform layout(set=0, binding=1) sampler2D tex_sampler_black;
43void main() {
44  // Use a sampler with a white border color for the right
45  // side of the color buffer and a sampler with a black
46  // border color for the left side.
47  if (gl_FragCoord.x > 128.0)
48      color_out = texture(tex_sampler_white, texcoords_in);
49  else
50      color_out = texture(tex_sampler_black, texcoords_in);
51}
52END
53
54BUFFER texture FORMAT R8G8B8A8_UNORM
55BUFFER framebuffer FORMAT B8G8R8A8_UNORM
56
57# A sampler that generates white when texture coordinates
58# go out of range [0..1].
59SAMPLER sampler_white \
60  ADDRESS_MODE_U clamp_to_border \
61  ADDRESS_MODE_V clamp_to_border \
62  BORDER_COLOR float_opaque_white
63
64# A sampler that generates black when texture coordinates
65# go out of range [0..1].
66SAMPLER sampler_black \
67  ADDRESS_MODE_U clamp_to_border \
68  ADDRESS_MODE_V clamp_to_border \
69  BORDER_COLOR float_opaque_black
70
71BUFFER position DATA_TYPE vec2<float> DATA
72-0.75 -0.75
73 0.75 -0.75
74 0.75  0.75
75-0.75  0.75
76END
77BUFFER texcoords DATA_TYPE vec2<float> DATA
78-0.5 -0.5
79 1.5 -0.5
80 1.5  1.5
81-0.5  1.5
82END
83
84# A pipeline for generating a texture. Renders pure red.
85PIPELINE graphics texgen
86  ATTACH vert_shader
87  ATTACH frag_shader_red
88  FRAMEBUFFER_SIZE 256 256
89  BIND BUFFER texture AS color LOCATION 0
90END
91
92# A pipeline for drawing a textured quad using two samplers.
93PIPELINE graphics pipeline
94  ATTACH vert_shader_tex
95  ATTACH frag_shader_tex
96  BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_white DESCRIPTOR_SET 0 BINDING 0
97  BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_black DESCRIPTOR_SET 0 BINDING 1
98  VERTEX_DATA position LOCATION 0
99  VERTEX_DATA texcoords LOCATION 1
100  FRAMEBUFFER_SIZE 256 256
101  BIND BUFFER framebuffer AS color LOCATION 0
102END
103
104# Generate a texture with a blue background and red quad at the lower right corner.
105CLEAR_COLOR texgen 0 0 255 255
106CLEAR texgen
107RUN texgen DRAW_RECT POS 128 128 SIZE 128 128
108
109# Clear to green and draw the generated texture in the center of the screen leaving
110# the background color to the edges. Use texture coordinates that go past the [0..1]
111# range to show border colors. The left side of the texture is using a sampler with
112# a black border, and the right side uses a sampler with a white border.
113CLEAR_COLOR pipeline 0 255 0 255
114CLEAR pipeline
115RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
116
117# Check for the green background.
118EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
119# Check for the black border color.
120EXPECT framebuffer IDX 55 55 SIZE 1 1 EQ_RGBA 0 0 0 255
121# Check for the blue part of the texture.
122EXPECT framebuffer IDX 105 105 SIZE 1 1 EQ_RGBA 0 0 255 255
123# Check for the red part of the texture.
124EXPECT framebuffer IDX 150 150 SIZE 1 1 EQ_RGBA 255 0 0 255
125# Check for the white border color.
126EXPECT framebuffer IDX 200 200 SIZE 1 1 EQ_RGBA 255 255 255 255
127