# Copyright 2018 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. [require] vertexPipelineStoresAndAtomics [vertex shader] #version 430 layout(location = 0) in vec4 position; layout(location = 1) in vec4 vert_color; layout(location = 0) out vec4 frag_color; layout(set = 0, binding = 0) buffer block0 { vec4 addon0; vec4 addon1; }; layout(set = 1, binding = 0) buffer block1 { float data_set1_binding0[11]; float data_set1_binding0_result[11]; }; layout(set = 1, binding = 2) buffer block2 { float data_set1_binding2[11]; float data_set1_binding2_result[11]; }; layout(set = 2, binding = 1) buffer block3 { float data_set2_binding1[11]; float data_set2_binding1_result[11]; }; layout(set = 2, binding = 3) buffer block4 { float data_set2_binding3[11]; float data_set2_binding3_result[11]; }; void main() { gl_Position = position; frag_color = vert_color + (addon0 + addon1) / 2.0f; for (int i = 0; i < 11; ++i) { data_set1_binding0_result[i] = data_set1_binding2[i]; data_set1_binding2_result[i] = data_set2_binding1[i]; data_set2_binding1_result[i] = data_set2_binding3[i]; data_set2_binding3_result[i] = data_set1_binding0[i]; } } [fragment shader] #version 430 layout(location = 0) in vec4 frag_color; layout(location = 0) out vec4 final_color; void main() { final_color = frag_color; } [vertex data] # position vert_color 0/R32G32_SFLOAT 1/R32G32B32A32_SFLOAT # R32 G32 R32 G32 B32 B32 -1.0 -1.0 0.5 0.25 0.125 0 1.0 1.0 0.5 0.25 0.125 0 -1.0 1.0 0.5 0.25 0.125 0 -1.0 -1.0 0.5 0.25 0.125 0 1.0 1.0 0.5 0.25 0.125 0 1.0 -1.0 0.5 0.25 0.125 0 [test] clear ssbo 0 subdata vec4 0 0.1 0.2 0.3 0.4 ssbo 0 subdata vec4 16 0.9 0.8 0.7 0.6 ssbo 1:0 subdata vec4 0 0.1 0.2 0.3 0.4 ssbo 1:2 subdata vec4 0 0.1 0.2 0.3 0.4 ssbo 2:1 subdata vec4 0 0.1 0.2 0.3 0.4 ssbo 2:3 subdata vec4 0 0.1 0.2 0.3 0.4 draw arrays TRIANGLE_LIST 0 6 relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (1.0, 0.75, 0.625, 0.5) ssbo 0 subdata vec4 0 0.5 0.5 0.25 1.0 \ 0.3 0.2 0.1 0.4 \ 0 0 0 0 ssbo 1:0 subdata float 0 0.1 0.2 0.3 0.4 \ 0.5 0.6 0.7 0.8 \ 0.9 0.10 0.11 \ 0.1 0.2 0.3 0.4 \ 0.5 0.6 0.7 0.8 \ 0.9 0.10 0.11 ssbo 1:2 subdata float 0 0.57 0.56 0.55 0.54 \ 0.53 0.52 0.51 0.50 \ 0.49 0.48 0.47 \ 0.57 0.56 0.55 0.54 \ 0.53 0.52 0.51 0.50 \ 0.49 0.48 0.47 ssbo 2:1 subdata float 0 0.21 0.22 0.23 0.24 \ 0.25 0.26 0.27 0.28 \ 0.29 0.30 0.31 \ 0.21 0.22 0.23 0.24 \ 0.25 0.26 0.27 0.28 \ 0.29 0.30 0.31 ssbo 2:3 subdata float 0 0.23 0.229 0.228 0.227 \ 0.226 0.225 0.224 0.223 \ 0.222 0.221 0.22 \ 0.23 0.229 0.228 0.227 \ 0.226 0.225 0.224 0.223 \ 0.222 0.221 0.22 draw arrays TRIANGLE_LIST 0 6 relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (0.9, 0.6, 0.3, 0.7) probe ssbo float 1:0 0 ~= 0.1 0.2 0.3 0.4 \ 0.5 0.6 0.7 0.8 \ 0.9 0.10 0.11 probe ssbo float 1:0 44 ~= 0.57 0.56 0.55 0.54 \ 0.53 0.52 0.51 0.50 \ 0.49 0.48 0.47 probe ssbo float 1:2 0 ~= 0.57 0.56 0.55 0.54 \ 0.53 0.52 0.51 0.50 \ 0.49 0.48 0.47 probe ssbo float 1:2 44 ~= 0.21 0.22 0.23 0.24 \ 0.25 0.26 0.27 0.28 \ 0.29 0.30 0.31 probe ssbo float 2:1 0 ~= 0.21 0.22 0.23 0.24 \ 0.25 0.26 0.27 0.28 \ 0.29 0.30 0.31 probe ssbo float 2:1 44 ~= 0.23 0.229 0.228 0.227 \ 0.226 0.225 0.224 0.223 \ 0.222 0.221 0.22 probe ssbo float 2:3 0 ~= 0.23 0.229 0.228 0.227 \ 0.226 0.225 0.224 0.223 \ 0.222 0.221 0.22 probe ssbo float 2:3 44 ~= 0.1 0.2 0.3 0.4 \ 0.5 0.6 0.7 0.8 \ 0.9 0.10 0.11 ssbo 0 subdata float 8 \ 0.35 0.6 \ 0.1 0.4 draw arrays TRIANGLE_LIST 0 6 relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (0.8, 0.7, 0.35, 0.5)