-
Notifications
You must be signed in to change notification settings - Fork 67
/
Copy pathdraw_rectangles_depth_test.amber
136 lines (116 loc) · 3.57 KB
/
draw_rectangles_depth_test.amber
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
#!amber
#
# Copyright 2020 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 GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
float depth;
};
void main() {
gl_Position = vec4(position.xy, depth, 1.0);
frag_color = in_color;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
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) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END
BUFFER position DATA_TYPE vec2<float> DATA
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
1.0 1.0
0.0 1.0
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
BUFFER ddump FORMAT B8G8R8A8_UNORM
BUFFER depthstencil FORMAT D32_SFLOAT_S8_UINT
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
DERIVE_PIPELINE pipeline2 FROM pipeline1
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
END
PIPELINE graphics depthdump
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump AS color LOCATION 0
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200
RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200
RUN depthdump DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 255 0 0 255
EXPECT framebuffer IDX 128 128 SIZE 1 1 EQ_RGBA 255 0 0 255
EXPECT framebuffer IDX 255 255 SIZE 1 1 EQ_RGBA 0 255 0 255
EXPECT depthstencil IDX 0 EQ 0.3
EXPECT ddump IDX 0 0 SIZE 1 1 EQ_RGBA 76 76 76 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 0 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 0 255 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 255 SIZE 1 1 EQ_RGBA 128 128 128 255 TOLERANCE 5% 5% 5% 0