diff options
Diffstat (limited to 'tests/cases/draw_rectangles_depth_test_x8d24.amber')
-rw-r--r-- | tests/cases/draw_rectangles_depth_test_x8d24.amber | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/tests/cases/draw_rectangles_depth_test_x8d24.amber b/tests/cases/draw_rectangles_depth_test_x8d24.amber new file mode 100644 index 0000000..b46bb64 --- /dev/null +++ b/tests/cases/draw_rectangles_depth_test_x8d24.amber @@ -0,0 +1,135 @@ +#!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 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 X8_D24_UNORM_PACK32 + +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 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 |