aboutsummaryrefslogtreecommitdiff
path: root/tests/cases/draw_triangle_list_in_r16g16b16a16_uint_color_frame.vkscript
blob: eeff6f1f77a55f6cf4308cb9dc029052abf2a803 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
# 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.

[require]
framebuffer R16G16B16A16_UINT

[vertex shader]
#version 430

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 vert_color;
layout(location = 0) out vec4 frag_color;

void main() {
  gl_Position = position;
  frag_color = vert_color;
}

[fragment shader]
#version 430

layout(location = 0) in vec4 frag_color;
layout(location = 0) out uvec4 final_color;

void main() {
  final_color.r = uint(frag_color.r * 256.0f * 256.0f);
  final_color.g = uint(frag_color.g * 256.0f * 256.0f);
  final_color.b = uint(frag_color.b * 256.0f * 256.0f);
  final_color.a = uint(frag_color.a * 256.0f * 256.0f);
}

[vertex data]
#        position     vert_color
     0/R8G8_SNORM 1/R8G8B8_UNORM

#           Red for entire frame
#         R8   G8     R8  G8  B8
        -128 -128    255   0   0
         127  127    255   0   0
        -128  127    255   0   0

        -128 -128    255   0   0
         127  127    255   0   0
         127 -128    255   0   0

#           Green for half frame
#         R8   G8     R8  G8  B8
           0 -128      0 255   0
         127  127      0 255   0
           0  127      0 255   0

           0 -128      0 255   0
         127  127      0 255   0
         127 -128      0 255   0

#         Blue for quarter frame
#         R8   G8     R8  G8  B8
        -128    0      0   0 255
           0  127      0   0 255
        -128  127      0   0 255

        -128    0      0   0 255
           0  127      0   0 255
           0    0      0   0 255

#  Mixed color for quarter frame
#         R8   G8     R8  G8  B8
           0    0    127 127 127
         127  127    127 127 127
           0  127    127 127 127

           0    0    127 127 127
         127  127    127 127 127
         127    0    127 127 127

[test]
clear

# Some GPU has precision issues for large floats and it needs enough tolerance.
tolerance 0.8%

draw arrays TRIANGLE_LIST 0 6
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (65535.0,     0.0,     0.0)

draw arrays TRIANGLE_LIST 6 6
relative probe rect rgb (0.0, 0.0, 0.5, 1.0) (65535.0,     0.0,     0.0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (    0.0, 65535.0,     0.0)

draw arrays TRIANGLE_LIST 12 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (65535.0,     0.0,     0.0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (    0.0, 65535.0,     0.0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (    0.0,     0.0, 65535.0)

draw arrays TRIANGLE_LIST 18 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (65535.0,     0.0,     0.0)
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (    0.0, 65535.0,     0.0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (    0.0,     0.0, 65535.0)
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (32767.5, 32767.5, 32767.5)