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+#!amber
+# Copyright 2020 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_texgen GLSL
+#version 430
+layout(location = 0) out vec4 color_out0;
+layout(location = 1) out vec4 color_out1;
+void main() {
+ color_out0 = vec4(1.0, 0.0, 0.0, 1.0);
+ color_out1 = vec4(0.0, 1.0, 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[2];
+uniform layout(set=0, binding=1) sampler tex_sampler;
+void main() {
+ color_out = texture(sampler2D(tex[0], tex_sampler), texcoords_in);
+ color_out += texture(sampler2D(tex[1], tex_sampler), texcoords_in);
+}
+END
+
+IMAGE texture0 FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 256 HEIGHT 256
+IMAGE texture1 FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 256 HEIGHT 256
+IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 256 HEIGHT 256
+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 pipeline_texgen
+ ATTACH vert_shader
+ ATTACH frag_shader_texgen
+ BIND BUFFER texture0 AS color LOCATION 0
+ BIND BUFFER texture1 AS color LOCATION 1
+END
+
+PIPELINE graphics pipeline
+ ATTACH vert_shader_tex
+ ATTACH frag_shader_tex
+ BIND BUFFER_ARRAY texture0 texture1 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
+ BIND BUFFER framebuffer AS color LOCATION 0
+END
+
+# Generate a texture with a quad at the lower right corner.
+CLEAR_COLOR pipeline_texgen 0 0 255 255
+CLEAR pipeline_texgen
+RUN pipeline_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 255 255 0 255
+EXPECT framebuffer IDX 81 33 SIZE 1 1 EQ_RGBA 0 0 255 255