This commit is contained in:
2026-05-06 23:44:13 +02:00
parent a5f787d80f
commit fd7038b853
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#!amber
# Copyright 2021 Google LLC
#
# 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
#
# http://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 compute compute_shader GLSL
#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) buffer block0
{
int data[20];
} ssbo;
void main()
{
// Zero constants
int ival = ssbo.data[0];
float val = float(ival);
// int div
ssbo.data[1] = 7 / ival;
// float div
ssbo.data[2] = int(7.0 / val);
// normalize float
ssbo.data[3] = int(normalize(val));
// normalize vec2
ssbo.data[4] = int(normalize(vec2(val))[ival]);
// normalize vec3
ssbo.data[5] = int(normalize(vec3(val))[ival]);
// normalize vec4
ssbo.data[6] = int(normalize(vec4(val))[ival]);
// integer mod
ssbo.data[7] = 7 % ival;
// float mod
ssbo.data[8] = int(mod(7.0, val));
// vec2 mod
ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
// vec3 mod
ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
// vec4 mod
ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
// float smoothstep
ssbo.data[12] = int(smoothstep(val, val, 0.3));
// vec2 smoothstep
ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
// vec3 smoothstep
ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
// vec4 smoothstep
ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
// float atan2
ssbo.data[16] = int(atan(7.0, val));
// vec2 atan2
ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
// vec3 atan2
ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
// vec4 atan2
ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
// Known good value
ssbo.data[0] = 42;
}
END
BUFFER ssbo_buffer DATA_TYPE int32 DATA
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
END
PIPELINE compute pipeline
ATTACH compute_shader
BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
END
RUN pipeline 1 1 1
EXPECT ssbo_buffer IDX 0 EQ 42
@@ -0,0 +1,136 @@
#!amber
# Copyright 2021 Google LLC
#
# 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
#
# http://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.
# Division by zero test. Specification states:
#
# "Some calculations require division. In such cases (including implied divisions performed by
# vector normalization), division by zero produces an unspecified result but must not lead to
# Vulkan interruption or termination."
#
# This test performs various divisions (both implicit and explicit) and succeeds if it doesn't crash.
SHADER vertex vert_shader PASSTHROUGH
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 color_out;
void main() {
ivec4 ifragcoord = ivec4(gl_FragCoord);
vec4 fragcoord = vec4(ifragcoord);
// Generate one pixel we can be certain about
if (ifragcoord.x == 0 && ifragcoord.y == 0)
{
color_out = vec4(1.0, 0.0, 0.0, 1.0);
}
else
{
// Generate sweep of values which hit 0 as divisor.
// When ifragcoord.y hits 8, the integer case becomes "7 / (8 - 8)"
switch(ifragcoord.x % 32)
{
case 0:
// int div
color_out = vec4(7 / (ifragcoord.y - 8), 1.0, 0.0, 1.0);
break;
case 1:
// float div
color_out = vec4(7 / (fragcoord.y - 8.0), 1.0, 0.0, 1.0);
break;
case 2:
// normalize float
color_out = vec4(normalize(fragcoord.y - 8.0), 1.0, 0.0, 1.0);
break;
case 3:
// normalize vec2
color_out = vec4(normalize(fragcoord.yy - vec2(8.0)), 0.0, 1.0);
break;
case 4:
// normalize vec3
color_out = vec4(normalize(fragcoord.yyy - vec3(8.0)), 1.0);
break;
case 5:
// normalize vec4
color_out = normalize(fragcoord.yyyy - vec4(8.0));
break;
case 6:
// integer mod
color_out = vec4((7 % (ifragcoord.y - 8)), 1.0, 0.0, 1.0);
break;
case 7:
// float mod
color_out = vec4(mod(7.0, (fragcoord.y - 8.0)), 1.0, 0.0, 1.0);
break;
case 8:
// vec2 mod
color_out = vec4(mod(vec2(7.0), (fragcoord.yy - vec2(8.0))), 0.0, 1.0);
break;
case 9:
// vec3 mod
color_out = vec4(mod(vec3(7.0), (fragcoord.yyy - vec3(8.0))), 1.0);
break;
case 10:
// vec4 mod
color_out = mod(vec4(7.0), (fragcoord.yyyy - vec4(8.0)));
break;
case 11:
// float smoothstep
color_out = vec4(smoothstep(7.0, (fragcoord.y - 8.0), 0.3), 1.0, 0.0, 1.0);
break;
case 12:
// vec2 smoothstep
color_out = vec4(smoothstep(vec2(7.0), vec2(fragcoord.y - 8.0), vec2(0.3)), 0.0, 1.0);
break;
case 13:
// vec3 smoothstep
color_out = vec4(smoothstep(vec3(7.0), vec3(fragcoord.y - 8.0), vec3(0.3)), 1.0);
break;
case 14:
// vec4 smoothstep
color_out = smoothstep(vec4(7.0), vec4(fragcoord.y - 8.0), vec4(0.3));
break;
case 15:
// float atan2
color_out = vec4(atan(7.0, (fragcoord.y - 8.0)), 1.0, 0.0, 1.0);
break;
case 16:
// vec2 atan2
color_out = vec4(atan(vec2(7.0), (fragcoord.yy - vec2(8.0))), 0.0, 1.0);
break;
case 17:
// vec3 atan2
color_out = vec4(atan(vec3(7.0), (fragcoord.yyy - vec3(8.0))), 1.0);
break;
case 18:
// vec4 atan2
color_out = atan(vec4(7.0), (fragcoord.yyyy - vec4(8.0)));
break;
default:
color_out = vec4(0.0, 0.0, 1.0, 1.0);
}
}
}
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
# Check that the pixel we expect is fine
EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 255 0 0 255
@@ -0,0 +1,126 @@
#!amber
# Copyright 2022 Google LLC
# Copyright 2022 LunarG, Inc.
#
# 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
#
# http://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.
DEVICE_FEATURE geometryShader
SHADER vertex vert_shader PASSTHROUGH
SHADER geometry geom_shader GLSL
#version 450
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[];
layout(set = 0, binding = 0) buffer block0
{
int data[20];
} ssbo;
void main(void)
{
// Only want to perform these operations once
if(gl_InvocationID == 0)
{
// Zero constants
int ival = ssbo.data[0];
float val = float(ival);
// int div
ssbo.data[1] = 7 / ival;
// float div
ssbo.data[2] = int(7.0 / val);
// normalize float
ssbo.data[3] = int(normalize(val));
// normalize vec2
ssbo.data[4] = int(normalize(vec2(val))[ival]);
// normalize vec3
ssbo.data[5] = int(normalize(vec3(val))[ival]);
// normalize vec4
ssbo.data[6] = int(normalize(vec4(val))[ival]);
// integer mod
ssbo.data[7] = 7 % ival;
// float mod
ssbo.data[8] = int(mod(7.0, val));
// vec2 mod
ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
// vec3 mod
ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
// vec4 mod
ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
// float smoothstep
ssbo.data[12] = int(smoothstep(val, val, 0.3));
// vec2 smoothstep
ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
// vec3 smoothstep
ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
// vec4 smoothstep
ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
// float atan2
ssbo.data[16] = int(atan(7.0, val));
// vec2 atan2
ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
// vec3 atan2
ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
// vec4 atan2
ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
// Known good value
ssbo.data[0] = 42;
}
gl_Position = gl_in[0].gl_Position;
EmitVertex();
gl_Position = gl_in[1].gl_Position;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
}
END
SHADER fragment frag_shader GLSL
#version 450
layout (location = 0) out vec4 outColor;
void main(void)
{
outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
END
BUFFER ssbo_buffer DATA_TYPE int32 DATA
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
END
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH geom_shader
ATTACH frag_shader
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
END
RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT ssbo_buffer IDX 0 EQ 42
@@ -0,0 +1,146 @@
#!amber
# Copyright 2022 Google LLC
# Copyright 2022 LunarG, Inc.
#
# 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
#
# http://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.
DEVICE_FEATURE tessellationShader
SHADER vertex vert_shader PASSTHROUGH
SHADER tessellation_control tesc_shader GLSL
#version 450
layout (vertices = 3) out;
in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[gl_MaxPatchVertices];
layout(set = 0, binding = 0) buffer block0
{
int data[20];
} ssbo;
void main(void)
{
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
// Only want to perform these operations once
if(gl_InvocationID == 0)
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
// Zero constants
int ival = ssbo.data[0];
float val = float(ival);
// int div
ssbo.data[1] = 7 / ival;
// float div
ssbo.data[2] = int(7.0 / val);
// normalize float
ssbo.data[3] = int(normalize(val));
// normalize vec2
ssbo.data[4] = int(normalize(vec2(val))[ival]);
// normalize vec3
ssbo.data[5] = int(normalize(vec3(val))[ival]);
// normalize vec4
ssbo.data[6] = int(normalize(vec4(val))[ival]);
// integer mod
ssbo.data[7] = 7 % ival;
// float mod
ssbo.data[8] = int(mod(7.0, val));
// vec2 mod
ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
// vec3 mod
ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
// vec4 mod
ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
// float smoothstep
ssbo.data[12] = int(smoothstep(val, val, 0.3));
// vec2 smoothstep
ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
// vec3 smoothstep
ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
// vec4 smoothstep
ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
// float atan2
ssbo.data[16] = int(atan(7.0, val));
// vec2 atan2
ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
// vec3 atan2
ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
// vec4 atan2
ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
// Known good value
ssbo.data[0] = 42;
}
}
END
SHADER tessellation_evaluation tese_shader GLSL
#version 450
layout (triangles, equal_spacing, cw) in;
void main(void)
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
(gl_TessCoord.y * gl_in[1].gl_Position) +
(gl_TessCoord.z * gl_in[2].gl_Position);
}
END
SHADER fragment frag_shader GLSL
#version 450
layout (location = 0) out vec4 outColor;
void main(void)
{
outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
END
BUFFER vertexPosition DATA_TYPE vec3<float> DATA
-0.50 -0.50 0.0
0.50 -0.50 0.0
0.50 0.50 0.0
0.50 0.50 0.0
-0.50 0.50 0.0
-0.50 -0.50 0.0
END
BUFFER ssbo_buffer DATA_TYPE int32 DATA
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
END
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH tesc_shader
ATTACH tese_shader
ATTACH frag_shader
VERTEX_DATA vertexPosition LOCATION 0
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
END
RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6
EXPECT ssbo_buffer IDX 0 EQ 42
@@ -0,0 +1,149 @@
#!amber
# Copyright 2022 Google LLC
# Copyright 2022 LunarG, Inc.
#
# 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
#
# http://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.
DEVICE_FEATURE tessellationShader
SHADER vertex vert_shader PASSTHROUGH
SHADER tessellation_control tesc_shader GLSL
#version 450
layout (vertices = 3) out;
in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[gl_MaxPatchVertices];
void main(void)
{
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
if(gl_InvocationID == 0)
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
}
}
END
SHADER tessellation_evaluation tese_shader GLSL
#version 450
layout (triangles, equal_spacing, cw) in;
layout(set = 0, binding = 0) buffer block0
{
int data[20];
} ssbo;
void main(void)
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
(gl_TessCoord.y * gl_in[1].gl_Position) +
(gl_TessCoord.z * gl_in[2].gl_Position);
// Only want to perform these operations once
if(gl_Position.x == 0.5f && gl_Position.y == -0.5f)
{
// Zero constants
int ival = ssbo.data[0];
float val = float(ival);
// int div
ssbo.data[1] = 7 / ival;
// float div
ssbo.data[2] = int(7.0 / val);
// normalize float
ssbo.data[3] = int(normalize(val));
// normalize vec2
ssbo.data[4] = int(normalize(vec2(val))[ival]);
// normalize vec3
ssbo.data[5] = int(normalize(vec3(val))[ival]);
// normalize vec4
ssbo.data[6] = int(normalize(vec4(val))[ival]);
// integer mod
ssbo.data[7] = 7 % ival;
// float mod
ssbo.data[8] = int(mod(7.0, val));
// vec2 mod
ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
// vec3 mod
ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
// vec4 mod
ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
// float smoothstep
ssbo.data[12] = int(smoothstep(val, val, 0.3));
// vec2 smoothstep
ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
// vec3 smoothstep
ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
// vec4 smoothstep
ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
// float atan2
ssbo.data[16] = int(atan(7.0, val));
// vec2 atan2
ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
// vec3 atan2
ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
// vec4 atan2
ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
// Known good value
ssbo.data[0] = 42;
}
}
END
SHADER fragment frag_shader GLSL
#version 450
layout (location = 0) out vec4 outColor;
void main(void)
{
outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
END
BUFFER vertexPosition DATA_TYPE vec3<float> DATA
-0.50 -0.50 0.0
0.50 -0.50 0.0
0.50 0.50 0.0
0.50 0.50 0.0
-0.50 0.50 0.0
-0.50 -0.50 0.0
END
BUFFER ssbo_buffer DATA_TYPE int32 DATA
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
END
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH tesc_shader
ATTACH tese_shader
ATTACH frag_shader
VERTEX_DATA vertexPosition LOCATION 0
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
END
RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6
EXPECT ssbo_buffer IDX 0 EQ 42
@@ -0,0 +1,106 @@
#!amber
# Copyright 2022 Google LLC
# Copyright 2022 LunarG, Inc.
#
# 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
#
# http://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 450
layout(location = 0) in vec2 vertex_position;
layout(set = 0, binding = 0) buffer block0
{
int data[20];
} ssbo;
void main()
{
gl_Position = vec4(vertex_position, 0.0f, 1.0f);
// Only want to perform these operations once
if(gl_VertexIndex == 0)
{
// Zero constants
int ival = ssbo.data[0];
float val = float(ival);
// int div
ssbo.data[1] = 7 / ival;
// float div
ssbo.data[2] = int(7.0 / val);
// normalize float
ssbo.data[3] = int(normalize(val));
// normalize vec2
ssbo.data[4] = int(normalize(vec2(val))[ival]);
// normalize vec3
ssbo.data[5] = int(normalize(vec3(val))[ival]);
// normalize vec4
ssbo.data[6] = int(normalize(vec4(val))[ival]);
// integer mod
ssbo.data[7] = 7 % ival;
// float mod
ssbo.data[8] = int(mod(7.0, val));
// vec2 mod
ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
// vec3 mod
ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
// vec4 mod
ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
// float smoothstep
ssbo.data[12] = int(smoothstep(val, val, 0.3));
// vec2 smoothstep
ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
// vec3 smoothstep
ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
// vec4 smoothstep
ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
// float atan2
ssbo.data[16] = int(atan(7.0, val));
// vec2 atan2
ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
// vec3 atan2
ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
// vec4 atan2
ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
// Known good value
ssbo.data[0] = 42;
}
}
END
SHADER fragment frag_shader GLSL
#version 450
layout(location = 0) out vec4 color_out;
void main() {
color_out = vec4(1.0, 0.0, 0.0, 1.0);
}
END
BUFFER ssbo_buffer DATA_TYPE int32 DATA
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
END
RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT ssbo_buffer IDX 0 EQ 42