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author | asuonpaa <34128694+asuonpaa@users.noreply.github.com> | 2021-01-27 16:10:05 +0200 |
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committer | GitHub <noreply@github.com> | 2021-01-27 14:10:05 +0000 |
commit | cbecdfcfccc9b5d04601b48c9d244fd5e3a434b0 (patch) | |
tree | 35c3753fd76d9549d0a073a33ef6091f052161b0 /tests | |
parent | aee124f78b78101b62a2371f57216bf91ab8561f (diff) | |
download | amber-cbecdfcfccc9b5d04601b48c9d244fd5e3a434b0.tar.gz |
Support binding the same vertex buffer to multiple locations (#936)
There's no need to restrict binding a vertex buffer to multiple locations. Now that we have OFFSET supported this has a real use case where the same buffer is used with different offsets.
Diffstat (limited to 'tests')
-rw-r--r-- | tests/cases/vertex_data_two_locations.amber | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/tests/cases/vertex_data_two_locations.amber b/tests/cases/vertex_data_two_locations.amber new file mode 100644 index 0000000..a9a4491 --- /dev/null +++ b/tests/cases/vertex_data_two_locations.amber @@ -0,0 +1,84 @@ +#!amber +# Copyright 2021 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 vtex_shader GLSL +#version 430 + +layout(location = 0) in vec4 position; +layout(location = 1) in vec4 vert_color0; +layout(location = 2) in vec4 vert_color1; +layout(location = 0) out vec4 frag_color; + +void main() +{ + gl_Position = position; + frag_color = vert_color0 + vert_color1; +} +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 + +BUFFER position_buf DATA_TYPE R8G8_SNORM DATA +-128 -128 + 127 127 +-128 127 +-128 -128 + 127 127 + 127 -128 +END + +BUFFER vert_color DATA_TYPE R8G8B8A8_UNORM DATA +255 0 0 255 +255 0 0 255 +255 0 0 255 +255 0 0 255 +255 0 0 255 +255 0 0 255 + + 0 255 0 255 + 0 255 0 255 + 0 255 0 255 + 0 255 0 255 + 0 255 0 255 + 0 255 0 255 +END + +BUFFER framebuffer FORMAT B8G8R8A8_UNORM + +PIPELINE graphics pipeline + ATTACH vtex_shader + ATTACH frag_shader + + VERTEX_DATA position_buf LOCATION 0 + VERTEX_DATA vert_color LOCATION 1 + VERTEX_DATA vert_color LOCATION 2 OFFSET 24 + + BIND BUFFER framebuffer AS color LOCATION 0 +END + +CLEAR pipeline + +RUN pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 6 +EXPECT framebuffer IDX 0 0 SIZE 250 250 EQ_RGBA 255 255 0 255 |