#!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_0[2]; uniform layout(set=0, binding=1) sampler tex_sampler; uniform layout(set=0, binding=2) texture2D tex_1[2]; void main() { vec4 tex_0_color = texture(sampler2D(tex_0[0], tex_sampler), texcoords_in); color_out = tex_0_color; color_out += texture(sampler2D(tex_0[1], tex_sampler), texcoords_in); // tex_1[0] and tex_1[1] should be equal to tex_0[0]. if (tex_0_color != texture(sampler2D(tex_1[0], tex_sampler), texcoords_in) || tex_0_color != texture(sampler2D(tex_1[1], tex_sampler), texcoords_in)) { color_out = vec4(1.0); } } 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 DATA -0.75 -0.75 0.75 -0.75 0.75 0.75 -0.75 0.75 END BUFFER texcoords DATA_TYPE vec2 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 BIND BUFFER_ARRAY texture0 texture0 AS sampled_image DESCRIPTOR_SET 0 BINDING 2 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