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address_modes_int.amber
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#!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<float> 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<float> 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