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#!amber
#
# Copyright 2021 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 GLSL
#version 430

layout(location = 0) in vec4 position;

void main() {
  gl_Position = vec4(position.xy, 0.5, 1.0);
}
END

SHADER fragment frag_shader GLSL
#version 430

layout(location = 0) out vec4 final_color;

void main() {
  final_color = vec4(0, 1, 0, 1);
}
END

BUFFER framebuffer FORMAT B8G8R8A8_UNORM
BUFFER depth FORMAT D32_SFLOAT

PIPELINE graphics pipeline1
  ATTACH vert_shader
  ATTACH frag_shader

  DEPTH
    TEST on
    WRITE on
  END

  FRAMEBUFFER_SIZE 256 256
  VIEWPORT 0.0 0.0 SIZE 256.0 256.0 MIN_DEPTH 0.3 MAX_DEPTH 0.9

  BIND BUFFER framebuffer AS color LOCATION 0
  BIND BUFFER depth AS depth_stencil
END

CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 256 256

EXPECT depth IDX 0 TOLERANCE 1.0e-6 EQ 0.6