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 compute compute_shader GLSL 17#version 430 18 19layout(set = 0, binding = 0) buffer block0 20{ 21 vec4 data; 22} ssbo_array_0[2]; 23layout(set = 0, binding = 1) buffer block1 24{ 25 int data; 26} ssbo_array_1[2]; 27 28void main() 29{ 30 ssbo_array_0[0].data = vec4(1, 2, 3, 4); 31 ssbo_array_0[1].data = vec4(5, 6, 7, 8); 32 ssbo_array_1[0].data = 9; 33 ssbo_array_1[1].data = 10; 34} 35END 36 37# The Vulkan spec lists the maximum value of minStorageBufferOffsetAlignment 38# (i.e. the maximum possible alignment requirement) as 256 bytes. 39# Allocate enough space to hold one vec4 (each 16 bytes) 40# after the alignment (256 / 16 + 1). 41BUFFER buf0 DATA_TYPE vec4<float> SIZE 17 FILL 0.0 42BUFFER buf1 DATA_TYPE vec4<float> SIZE 17 FILL 0.0 43# Same as above, but with int32 and double size: 512 / 4 + 1 44BUFFER buf2 DATA_TYPE int32 SIZE 129 FILL 0 45 46PIPELINE compute pipeline 47 ATTACH compute_shader 48 49 # Using the maximum possible required offset alignment of 256 bytes to support all implementations. 50 BIND BUFFER_ARRAY buf0 buf1 AS storage_dynamic DESCRIPTOR_SET 0 BINDING 0 OFFSET 0 256 51 BIND BUFFER_ARRAY buf2 buf2 AS storage_dynamic DESCRIPTOR_SET 0 BINDING 1 OFFSET 0 256 DESCRIPTOR_OFFSET 0 256 52END 53 54RUN pipeline 1 1 1 55 56EXPECT buf0 IDX 0 EQ 1.0 2.0 3.0 4.0 57EXPECT buf1 IDX 256 EQ 5.0 6.0 7.0 8.0 58EXPECT buf2 IDX 0 EQ 9 59EXPECT buf2 IDX 512 EQ 10 60