131 lines
2.8 KiB
Plaintext
131 lines
2.8 KiB
Plaintext
#!amber
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# Copyright 2021 The Amber Authors.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# https://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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DEVICE_FEATURE tessellationShader
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SHADER vertex vert GLSL
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#version 450
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layout (location = 0) in vec3 inPosition;
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void main(void)
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{
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gl_Position = vec4(inPosition, 1.0);
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}
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END
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SHADER tessellation_control tesc GLSL
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#version 450
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layout (vertices = 4) out;
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void main(void)
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{
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gl_TessLevelOuter[0] = 6.0;
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gl_TessLevelOuter[1] = 2.0;
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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}
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END
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SHADER tessellation_evaluation tese GLSL
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#version 450
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layout (isolines, equal_spacing, cw) in;
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void main(void)
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{
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vec4 p1 = mix(gl_in[0].gl_Position,
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gl_in[1].gl_Position,
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gl_TessCoord.x);
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vec4 p2 = mix(gl_in[2].gl_Position,
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gl_in[3].gl_Position,
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gl_TessCoord.x);
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gl_Position = mix(p1, p2, gl_TessCoord.y);
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}
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END
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SHADER fragment frag GLSL
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#version 450
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layout (location = 0) out vec4 outColor;
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void main(void)
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{
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outColor = vec4(1, 0, 0, 1);
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}
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END
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SHADER compute comp_shader GLSL
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#version 450
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layout(local_size_x=10,local_size_y=10) in;
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uniform layout(set=0, binding=0, rgba8) image2D resultImage;
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layout(set = 0, binding = 1) buffer block0
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{
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int counter;
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};
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void main()
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{
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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vec4 color = imageLoad(resultImage, uv);
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if(color.r > 0.0) atomicAdd(counter, 1);
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}
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END
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BUFFER vertexPosition DATA_TYPE vec3<float> DATA
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-1.0 -1.0 0.0
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1.0 -1.0 0.0
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-1.0 1.0 0.0
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1.0 1.0 0.0
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END
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BUFFER counter DATA_TYPE int32 DATA 0 END
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics pipeline
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ATTACH vert
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ATTACH tesc
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ATTACH tese
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ATTACH frag
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PATCH_CONTROL_POINTS 4
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FRAMEBUFFER_SIZE 100 100
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VERTEX_DATA vertexPosition LOCATION 0
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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CLEAR_COLOR pipeline 0 0 0 255
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CLEAR pipeline
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RUN pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 4
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PIPELINE compute verify_pipeline
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ATTACH comp_shader
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BIND BUFFER framebuffer AS storage_image DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER counter AS storage DESCRIPTOR_SET 0 BINDING 1
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FRAMEBUFFER_SIZE 100 100
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END
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# Count the number of red pixels as the line position might differ between implementations.
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RUN verify_pipeline 10 10 1
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EXPECT counter IDX 0 TOLERANCE 50 EQ 500
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