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#!amber
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# Copyright 2020 Google LLC
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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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# http://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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SHADER vertex vert_shader GLSL
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#version 430
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layout(location = 0) in vec2 position_in;
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layout(location = 1) in float color_in[3];
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layout(location = 0) smooth out float color_out[3];
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void main()
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{
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gl_Position = vec4(position_in, 0, 1);
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for (int i = 0; i < 3; i++)
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color_out[i] = color_in[i];
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}
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END
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) smooth in float color_in[3];
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layout(location = 0) out highp float frag_out[3];
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void main()
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{
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for (int i = 0; i < 3; i++)
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frag_out[i] = color_in[i];
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}
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END
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SHADER vertex vert_shader_ref GLSL
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#version 430
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layout(location = 0) in vec2 position_in;
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layout(location = 1) in float color_in;
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layout(location = 0) smooth out float color_out;
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void main()
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{
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gl_Position = vec4(position_in, 0, 1);
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color_out = color_in;
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}
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END
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SHADER fragment frag_shader_ref GLSL
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#version 430
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layout(location = 0) smooth in float color_in;
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layout(location = 0) out highp float frag_out;
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void main()
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{
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frag_out = color_in;
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}
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END
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SHADER vertex vert_shader_verify GLSL
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#version 430
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layout(location = 0) in vec2 position_in;
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layout(location = 1) in vec2 texcoord_in;
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layout(location = 0) out vec2 texcoord_out;
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void main()
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{
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gl_Position = vec4(position_in, 0, 1);
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texcoord_out = texcoord_in;
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}
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END
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SHADER fragment frag_shader_verify GLSL
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#version 430
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layout(location = 0) in vec2 texcoord_in;
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layout(location = 0) out vec4 frag_out;
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uniform layout(set=0, binding=0) sampler2D result_sampler;
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uniform layout(set=0, binding=1) sampler2D ref_sampler;
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void main()
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{
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float result = texture(result_sampler, texcoord_in).x;
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float ref = texture(ref_sampler, texcoord_in).x;
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if (result != ref)
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frag_out = vec4(1, 0, 0, 1);
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else
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frag_out = vec4(0, 1, 0, 1);
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}
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END
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BUFFER framebuffer0 FORMAT R32_SFLOAT
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BUFFER framebuffer1 FORMAT R32_SFLOAT
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BUFFER framebuffer2 FORMAT R32_SFLOAT
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BUFFER ref0 FORMAT R32_SFLOAT
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BUFFER ref1 FORMAT R32_SFLOAT
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BUFFER ref2 FORMAT R32_SFLOAT
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BUFFER result0 FORMAT B8G8R8A8_UNORM
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BUFFER result1 FORMAT B8G8R8A8_UNORM
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BUFFER result2 FORMAT B8G8R8A8_UNORM
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BUFFER position DATA_TYPE vec2<float> DATA
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-1.0 -1.0
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1.0 -1.0
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-1.0 1.0
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1.0 1.0
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END
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BUFFER texcoord DATA_TYPE vec2<float> DATA
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0.0 0.0
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1.0 0.0
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1.0 1.0
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0.0 1.0
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END
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BUFFER color0 DATA_TYPE R32_SFLOAT DATA
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1.0
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0.0
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0.0
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1.0
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END
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BUFFER color1 DATA_TYPE R32_SFLOAT DATA
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0.0
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0.0
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1.0
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1.0
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END
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BUFFER color2 DATA_TYPE R32_SFLOAT DATA
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0.0
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1.0
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1.0
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0.0
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END
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SAMPLER sampler
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PIPELINE graphics pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA color0 LOCATION 1
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VERTEX_DATA color1 LOCATION 2
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VERTEX_DATA color2 LOCATION 3
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BIND BUFFER framebuffer0 AS color LOCATION 0
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BIND BUFFER framebuffer1 AS color LOCATION 1
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BIND BUFFER framebuffer2 AS color LOCATION 2
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_ref0
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ATTACH vert_shader_ref
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ATTACH frag_shader_ref
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA color0 LOCATION 1
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BIND BUFFER ref0 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_ref1
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ATTACH vert_shader_ref
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ATTACH frag_shader_ref
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA color1 LOCATION 1
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BIND BUFFER ref1 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_ref2
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ATTACH vert_shader_ref
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ATTACH frag_shader_ref
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA color2 LOCATION 1
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BIND BUFFER ref2 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_verify0
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ATTACH vert_shader_verify
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ATTACH frag_shader_verify
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA texcoord LOCATION 1
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BIND BUFFER framebuffer0 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER ref0 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER result0 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_verify1
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ATTACH vert_shader_verify
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ATTACH frag_shader_verify
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA texcoord LOCATION 1
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BIND BUFFER framebuffer1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER ref1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER result1 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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PIPELINE graphics pipeline_verify2
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ATTACH vert_shader_verify
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ATTACH frag_shader_verify
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA texcoord LOCATION 1
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BIND BUFFER framebuffer2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER ref2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER result2 AS color LOCATION 0
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FRAMEBUFFER_SIZE 60 60
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END
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CLEAR_COLOR pipeline 0 0 0 0
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CLEAR pipeline
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RUN pipeline DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_ref0 0 0 0 0
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CLEAR pipeline_ref0
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RUN pipeline_ref0 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_ref1 0 0 0 0
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CLEAR pipeline_ref1
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RUN pipeline_ref1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_ref2 0 0 0 0
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CLEAR pipeline_ref2
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RUN pipeline_ref2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_verify0 0 0 0 0
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CLEAR pipeline_verify0
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RUN pipeline_verify0 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_verify1 0 0 0 0
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CLEAR pipeline_verify1
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RUN pipeline_verify1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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CLEAR_COLOR pipeline_verify2 0 0 0 0
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CLEAR pipeline_verify2
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RUN pipeline_verify2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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EXPECT result0 IDX 0 0 SIZE 60 60 EQ_RGBA 0 255 0 255
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EXPECT result1 IDX 0 0 SIZE 60 60 EQ_RGBA 0 255 0 255
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EXPECT result2 IDX 0 0 SIZE 60 60 EQ_RGBA 0 255 0 255
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