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diff --git a/tests/cases/draw_rectangles_depth_test_x8d24.amber b/tests/cases/draw_rectangles_depth_test_x8d24.amber
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+#!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