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Diffstat (limited to 'tests/cases/draw_sampled_image.amber')
-rw-r--r-- | tests/cases/draw_sampled_image.amber | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/tests/cases/draw_sampled_image.amber b/tests/cases/draw_sampled_image.amber new file mode 100644 index 0000000..7e27736 --- /dev/null +++ b/tests/cases/draw_sampled_image.amber @@ -0,0 +1,115 @@ +#!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) texture2D tex; +uniform layout(set=0, binding=1) sampler tex_sampler; +void main() { + color_out = texture(sampler2D(tex, 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 pipeline1 + ATTACH vert_shader + ATTACH frag_shader_red + FRAMEBUFFER_SIZE 256 256 + BIND BUFFER texture AS color LOCATION 0 +END + +PIPELINE graphics pipeline2 + ATTACH vert_shader_tex + ATTACH frag_shader_tex + BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0 + BIND SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1 + VERTEX_DATA position LOCATION 0 + VERTEX_DATA texcoords LOCATION 1 + FRAMEBUFFER_SIZE 256 256 + BIND BUFFER framebuffer AS color LOCATION 0 +END + +PIPELINE compute pipeline3 + ATTACH compute_shader + BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0 + FRAMEBUFFER_SIZE 256 256 +END + +# Generate a texture with a quad at the lower right corner. +CLEAR_COLOR pipeline1 0 0 255 255 +CLEAR pipeline1 +RUN pipeline1 DRAW_RECT POS 128 128 SIZE 128 128 + +# Add green color to a 128x128 quad. +RUN pipeline3 8 8 1 + +# Draw the texture using a default sampler. +CLEAR_COLOR pipeline2 0 255 0 255 +CLEAR pipeline2 +RUN pipeline2 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 33 33 SIZE 1 1 EQ_RGBA 0 255 255 255 +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 |