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authorasuonpaa <34128694+asuonpaa@users.noreply.github.com>2019-11-23 17:24:52 +0200
committerdan sinclair <dsinclair@google.com>2019-11-23 10:24:52 -0500
commit2bf7d7b640c18fc2cbb70f24a99a5a744af7af7e (patch)
treeb9cef17681090771b3d1a319d752040f3db8e61b /tests
parent8122b09cf0163f5b7bf77d33e901e960c2f0e64c (diff)
downloadamber-2bf7d7b640c18fc2cbb70f24a99a5a744af7af7e.tar.gz
Added combined image sampler support (#713)
Fixes #711
Diffstat (limited to 'tests')
-rw-r--r--tests/cases/draw_combined_image_sampler.amber103
1 files changed, 103 insertions, 0 deletions
diff --git a/tests/cases/draw_combined_image_sampler.amber b/tests/cases/draw_combined_image_sampler.amber
new file mode 100644
index 0000000..527aa9d
--- /dev/null
+++ b/tests/cases/draw_combined_image_sampler.amber
@@ -0,0 +1,103 @@
+#!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 vec4 color_out;
+void main() {
+ color_out = vec4(1.0, 0.0, 0.0, 1.0);
+}
+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() {
+ color_out = texture(tex_sampler, texcoords_in);
+}
+END
+
+SHADER compute compute_shader GLSL
+#version 430
+layout(local_size_x=16,local_size_y=16) in;
+uniform layout (set=0, binding=0, rgba8) image2D texture;
+void main () {
+ ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
+ vec4 color = imageLoad(texture, uv) + vec4(0, 1.0, 0, 0);
+ imageStore(texture, uv, color);
+}
+END
+
+BUFFER texture FORMAT R8G8B8A8_UNORM
+BUFFER framebuffer FORMAT B8G8R8A8_UNORM
+SAMPLER sampler
+BUFFER position DATA_TYPE vec2<float> DATA
+-0.75 -0.75
+ 0.75 -0.75
+ 0.75 0.75
+-0.75 0.75
+END
+BUFFER texcoords DATA_TYPE vec2<float> DATA
+0.0 0.0
+2.0 0.0
+2.0 2.0
+0.0 2.0
+END
+
+PIPELINE graphics texgen
+ ATTACH vert_shader
+ ATTACH frag_shader_red
+ FRAMEBUFFER_SIZE 256 256
+ BIND BUFFER texture AS color LOCATION 0
+END
+
+PIPELINE graphics pipeline
+ ATTACH vert_shader_tex
+ ATTACH frag_shader_tex
+ BIND BUFFER texture 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 framebuffer AS color LOCATION 0
+END
+
+# Generate a texture with a quad at the lower right corner.
+CLEAR_COLOR texgen 0 0 255 255
+CLEAR texgen
+RUN texgen DRAW_RECT POS 128 128 SIZE 128 128
+
+# Draw the texture using a default sampler.
+CLEAR_COLOR pipeline 0 255 0 255
+CLEAR pipeline
+RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
+
+EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
+EXPECT framebuffer IDX 81 81 SIZE 1 1 EQ_RGBA 255 0 0 255
+EXPECT framebuffer IDX 81 33 SIZE 1 1 EQ_RGBA 0 0 255 255