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# 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]
tessellationShader

[vertex shader]
#version 450

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

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

[tessellation control shader]
#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(vertices = 3) out;

layout(location = 0) in vec4 tsc_color[];
layout(location = 0) out vec4 tse_color[];

#define ID gl_InvocationID

void main()
{
  gl_out[ID].gl_Position = gl_in[ID].gl_Position;
  tse_color[ID] = tsc_color[ID];
  if (ID == 0) {
    gl_TessLevelInner[0] = 5;
    gl_TessLevelOuter[0] = 4;
    gl_TessLevelOuter[1] = 5;
    gl_TessLevelOuter[2] = 6;
  }
}

[tessellation evaluation shader]
#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(triangles, equal_spacing, cw) in;

layout(location = 0) in vec4 tse_color[];
layout(location = 0) out vec4 frag_color;

void main()
{
  vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
  vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
  vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
  gl_Position = p0 + p1 + p2;

  vec4 q0 = gl_TessCoord.x * tse_color[0];
  vec4 q1 = gl_TessCoord.y * tse_color[1];
  vec4 q2 = gl_TessCoord.z * tse_color[2];
  frag_color = q0 + q1 + q2;
}

[fragment shader]
#version 450

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/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

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

draw arrays PATCH_LIST 6 6
relative probe rect rgb (0.0, 0.0, 0.5, 1.0) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0)

draw arrays PATCH_LIST 12 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0)

draw arrays PATCH_LIST 18 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0, 1.0, 0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0)
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (0.5, 0.5, 0.5)