This commit is contained in:
2026-05-06 23:44:13 +02:00
parent a5f787d80f
commit fd7038b853
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#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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.
# This test draws two quads with depth values 0.3 and 0.5. Based on the equation in
# Vulkan spec 26.12.3 the effective constant bias o is calculated as follows:
# Both quads have a constant depth value, thus the maximum depth slope m is zero.
# For minimun resolveble difference r there are two values accepted: r0 = 2^-16
# and r1 = 2^-15. It is constant throughout the range of the entire depth buffer.
# Using r0 the constant bias o value is:
# 16384 * r0 = 16384 * 2^-16 = 0.25.
# Adding this to the existing quad depth values should result as:
# 0.3 + 0.25 = 0.55 and 0.5 + 0.25 = 0.75.
# For r1 the same calculation for o is:
# 16384 * r1 = 16384 * 2^-15 = 0.5.
# Adding this to the existing quad depth values should result as:
# 0.3 + 0.5 = 0.8 and 0.5 + 0.5 = 1.0
SHADER vertex vert_shader GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
float depth;
};
void main() {
gl_Position = vec4(position.xy, depth, 1.0);
frag_color = in_color;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = position;
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END
BUFFER position DATA_TYPE vec2<float> DATA
-1.0 -1.0
1.0 -1.0
-1.0 1.0
1.0 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
1.0 1.0
0.0 1.0
END
BUFFER depthstencil FORMAT D16_UNORM
BUFFER ddump FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 16384.0 clamp 0.0 slope 2.0
END
END
DERIVE_PIPELINE pipeline2 FROM pipeline1
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
END
PIPELINE graphics depthdump
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture;
layout(set = 0, binding = 1) buffer Result {
float result0;
float result1;
};
void main () {
float ref0_0 = 0.55;
float ref0_1 = 0.8;
float depth0 = imageLoad(texture, ivec2(0, 0)).r;
if (distance(ref0_0, depth0) < 0.003 || distance(ref0_1, depth0) < 0.003)
result0 = 1.0;
else
result0 = 0.0;
float ref1_0 = 0.75;
float ref1_1 = 1.0;
float depth1 = imageLoad(texture, ivec2(255, 255)).r;
if (distance(ref1_0, depth1) < 0.003 || distance(ref1_1, depth1) < 0.003)
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 1
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200
RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200
RUN depthdump DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,232 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
void main() {
final_color = vec4(1.0f);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = vec4(texcoords_in * 2.0f - 1.0f, 0.0f, 1.0f);
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
0.0 1.0
1.0 1.0
END
BUFFER depthstencil1 FORMAT D16_UNORM
BUFFER depthstencil2 FORMAT D16_UNORM
BUFFER depthstencil3 FORMAT D16_UNORM
BUFFER ddump1 FORMAT R32_SFLOAT
BUFFER ddump2 FORMAT R32_SFLOAT
BUFFER ddump3 FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil1 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil2 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline3
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil3 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics depthdump1
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump1 AS color LOCATION 0
END
PIPELINE graphics depthdump2
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump2 AS color LOCATION 0
END
PIPELINE graphics depthdump3
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil3 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump3 AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture1;
uniform layout (set=0, binding=1, r32f) image2D texture2;
uniform layout (set=0, binding=2, r32f) image2D texture3;
layout(set = 0, binding = 3) buffer Result {
float result0;
float result1;
};
void main () {
float r0 = 1.0f / pow(2.0f, 16.0f);
float r1 = 1.0f / pow(2.0f, 15.0f);
float depth1_1 = imageLoad(texture1, ivec2(0, 0)).r;
float depth1_2 = imageLoad(texture1, ivec2(255, 255)).r;
float depth2_1 = imageLoad(texture2, ivec2(0, 0)).r;
float depth2_2 = imageLoad(texture2, ivec2(255, 255)).r;
float depth3_1 = imageLoad(texture3, ivec2(0, 0)).r;
float depth3_2 = imageLoad(texture3, ivec2(255, 55)).r;
const float epsilon = 0.00001f;
if ((distance(depth1_1 + r0, depth2_1) < epsilon || distance(depth1_1 + r1, depth2_1) < epsilon) && (distance(depth1_2 + r0, depth2_2) < epsilon || distance(depth1_2 + r1, depth2_2) < epsilon))
result0 = 1.0;
else
result0 = 0.0;
if ((distance(depth1_1 - r0, depth3_1) < epsilon || distance(depth1_1 - r1, depth3_1) < epsilon) && (distance(depth1_2 - r0, depth3_2) < epsilon || distance(depth1_2 - r1, depth3_2) < epsilon))
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump1 AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER ddump2 AS storage_image DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ddump3 AS storage_image DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 3
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
CLEAR_DEPTH pipeline3 1.0
CLEAR_COLOR pipeline3 255 255 255 255
CLEAR pipeline3
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D16_UNORM
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP greater
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 2.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D16_UNORM
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,232 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
void main() {
final_color = vec4(1.0f);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = vec4(texcoords_in * 2.0f - 1.0f, 0.0f, 1.0f);
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
0.0 1.0
1.0 1.0
END
BUFFER depthstencil1 FORMAT D16_UNORM
BUFFER depthstencil2 FORMAT D16_UNORM
BUFFER depthstencil3 FORMAT D16_UNORM
BUFFER ddump1 FORMAT R32_SFLOAT
BUFFER ddump2 FORMAT R32_SFLOAT
BUFFER ddump3 FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil1 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil2 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 1.0
END
END
PIPELINE graphics pipeline3
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil3 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope -1.0
END
END
PIPELINE graphics depthdump1
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump1 AS color LOCATION 0
END
PIPELINE graphics depthdump2
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump2 AS color LOCATION 0
END
PIPELINE graphics depthdump3
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil3 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump3 AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture1;
uniform layout (set=0, binding=1, r32f) image2D texture2;
uniform layout (set=0, binding=2, r32f) image2D texture3;
layout(set = 0, binding = 3) buffer Result {
float result0;
float result1;
};
void main () {
float depth1_1 = imageLoad(texture1, ivec2(0, 0)).r;
float depth1_2 = imageLoad(texture1, ivec2(255, 255)).r;
float depth2_1 = imageLoad(texture2, ivec2(0, 0)).r;
float depth2_2 = imageLoad(texture2, ivec2(255, 255)).r;
float depth3_1 = imageLoad(texture3, ivec2(0, 0)).r;
float depth3_2 = imageLoad(texture3, ivec2(255, 55)).r;
float m = 0.2f / 256.0f;
const float epsilon = 0.00002f;
if (distance(depth1_1 + m, depth2_1) < epsilon && distance(depth1_2 + m, depth2_2) < epsilon)
result0 = 1.0;
else
result0 = 0.0;
if (distance(depth1_1 - m, depth3_1) < epsilon && distance(depth1_2 - m, depth3_2) < epsilon)
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump1 AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER ddump2 AS storage_image DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ddump3 AS storage_image DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 3
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
CLEAR_DEPTH pipeline3 1.0
CLEAR_COLOR pipeline3 255 255 255 255
CLEAR pipeline3
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,186 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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.
# This test draws two quads with depth values 0.3 and 0.5. Based on the equation in
# Vulkan spec 26.12.3 the effective constant bias o is calculated as follows:
# Both quads have a constant depth value, thus the maximum depth slope m is zero.
# For minimun resolveble difference r there are two values accepted: r0 = 2^-24
# and r1 = 2^-23. It is constant throughout the range of the entire depth buffer.
# Using r0 the constant bias o value is:
# 4194304 * r0 = 4194304 * 2^-24 = 0.25.
# Adding this to the existing quad depth values should result as:
# 0.3 + 0.25 = 0.55 and 0.5 + 0.25 = 0.75.
# For r1 the same calculation for o is:
# 4194304 * r1 = 4194304 * 2^-23 = 0.5.
# Adding this to the existing quad depth values should result as:
# 0.3 + 0.5 = 0.8 and 0.5 + 0.5 = 1.0
SHADER vertex vert_shader GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
float depth;
};
void main() {
gl_Position = vec4(position.xy, depth, 1.0);
frag_color = in_color;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = position;
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END
BUFFER position DATA_TYPE vec2<float> DATA
-1.0 -1.0
1.0 -1.0
-1.0 1.0
1.0 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
1.0 1.0
0.0 1.0
END
BUFFER depthstencil FORMAT D24_UNORM_S8_UINT
BUFFER ddump FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 4194304.0 clamp 0.0 slope 2.0
END
END
DERIVE_PIPELINE pipeline2 FROM pipeline1
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
END
PIPELINE graphics depthdump
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture;
layout(set = 0, binding = 1) buffer Result {
float result0;
float result1;
};
void main () {
float ref0_0 = 0.55;
float ref0_1 = 0.8;
float depth0 = imageLoad(texture, ivec2(0, 0)).r;
if (distance(ref0_0, depth0) < 0.003 || distance(ref0_1, depth0) < 0.003)
result0 = 1.0;
else
result0 = 0.0;
float ref1_0 = 0.75;
float ref1_1 = 1.0;
float depth1 = imageLoad(texture, ivec2(255, 255)).r;
if (distance(ref1_0, depth1) < 0.003 || distance(ref1_1, depth1) < 0.003)
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 1
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200
RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200
RUN depthdump DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,232 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
void main() {
final_color = vec4(1.0f);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = vec4(texcoords_in * 2.0f - 1.0f, 0.0f, 1.0f);
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
0.0 1.0
1.0 1.0
END
BUFFER depthstencil1 FORMAT D24_UNORM_S8_UINT
BUFFER depthstencil2 FORMAT D24_UNORM_S8_UINT
BUFFER depthstencil3 FORMAT D24_UNORM_S8_UINT
BUFFER ddump1 FORMAT R32_SFLOAT
BUFFER ddump2 FORMAT R32_SFLOAT
BUFFER ddump3 FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil1 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil2 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline3
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil3 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics depthdump1
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump1 AS color LOCATION 0
END
PIPELINE graphics depthdump2
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump2 AS color LOCATION 0
END
PIPELINE graphics depthdump3
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil3 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump3 AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture1;
uniform layout (set=0, binding=1, r32f) image2D texture2;
uniform layout (set=0, binding=2, r32f) image2D texture3;
layout(set = 0, binding = 3) buffer Result {
float result0;
float result1;
};
void main () {
float r0 = 1.0f / pow(2.0f, 24.0f);
float r1 = 1.0f / pow(2.0f, 23.0f);
float depth1_1 = imageLoad(texture1, ivec2(0, 0)).r;
float depth1_2 = imageLoad(texture1, ivec2(255, 255)).r;
float depth2_1 = imageLoad(texture2, ivec2(0, 0)).r;
float depth2_2 = imageLoad(texture2, ivec2(255, 255)).r;
float depth3_1 = imageLoad(texture3, ivec2(0, 0)).r;
float depth3_2 = imageLoad(texture3, ivec2(255, 55)).r;
const float epsilon = 0.00001f;
if ((distance(depth1_1 + r0, depth2_1) < epsilon || distance(depth1_1 + r1, depth2_1) < epsilon) && (distance(depth1_2 + r0, depth2_2) < epsilon || distance(depth1_2 + r1, depth2_2) < epsilon))
result0 = 1.0;
else
result0 = 0.0;
if ((distance(depth1_1 - r0, depth3_1) < epsilon || distance(depth1_1 - r1, depth3_1) < epsilon) && (distance(depth1_2 - r0, depth3_2) < epsilon || distance(depth1_2 - r1, depth3_2) < epsilon))
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump1 AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER ddump2 AS storage_image DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ddump3 AS storage_image DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 3
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
CLEAR_DEPTH pipeline3 1.0
CLEAR_COLOR pipeline3 255 255 255 255
CLEAR pipeline3
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D24_UNORM_S8_UINT
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP greater
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 1.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D24_UNORM_S8_UINT
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,153 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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.
# This test draws two quads with depth values 0.3 and 0.5. Based on the equation in
# Vulkan spec 26.12.3 the effective constant bias o is calculated as follows:
# Both quads have a constant depth value, thus the maximum depth slope m is zero.
# The maximum exponent e is taken from the constant depth value.
# For depth value 0.3 e is -2, and for value 0.5 it's -1.
# 32bit float format has a mantissa size of 23 making n = 23.
# The minimum resolvable difference r is calculated as r = 2^(e-n).
# Thus the constant bias o values are:
# 4194304 * r = 4194304 * 2^(-2-23) = 4194304 * 2^-25 = 0.125
# and
# 4194304 * r = 4194304 * 2^(-1-23) = 4194304 * 2^-24 = 0.25
# Adding this to the existing quad depth values should result as
# 0.3 + 0.125 = 0.425 and 0.5 + 0.25 = 0.75.
# The depth buffer is dumped as a RGBA8 image making the expected results
# roughly 0.425 * 255 = 108 and 0.75 * 255 = 191.
SHADER vertex vert_shader GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
float depth;
};
void main() {
gl_Position = vec4(position.xy, depth, 1.0);
frag_color = in_color;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = position;
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END
BUFFER position DATA_TYPE vec2<float> DATA
-1.0 -1.0
1.0 -1.0
-1.0 1.0
1.0 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
0.0 1.0
1.0 1.0
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
BUFFER ddump FORMAT B8G8R8A8_UNORM
BUFFER depthstencil FORMAT D32_SFLOAT
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 4194304.0 clamp 0.0 slope 2.0
END
END
DERIVE_PIPELINE pipeline2 FROM pipeline1
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
END
PIPELINE graphics depthdump
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA position LOCATION 0
VERTEX_DATA texcoords LOCATION 1
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump AS color LOCATION 0
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200
RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200
RUN depthdump DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT ddump IDX 0 0 SIZE 1 1 EQ_RGBA 108 108 108 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 0 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 0 255 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 255 SIZE 1 1 EQ_RGBA 191 191 191 255 TOLERANCE 5% 5% 5% 0
@@ -0,0 +1,232 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
void main() {
final_color = vec4(1.0f);
}
END
SHADER vertex vert_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec2 texcoords_out;
void main() {
gl_Position = vec4(texcoords_in * 2.0f - 1.0f, 0.0f, 1.0f);
texcoords_out = texcoords_in;
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) in vec2 texcoords_in;
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0) sampler2D tex_sampler;
void main() {
float f = texture(tex_sampler, texcoords_in).r;
color_out = vec4(f, f, f, 1);
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
1.0 0.0
0.0 1.0
1.0 1.0
END
BUFFER depthstencil1 FORMAT D32_SFLOAT
BUFFER depthstencil2 FORMAT D32_SFLOAT
BUFFER depthstencil3 FORMAT D32_SFLOAT
BUFFER ddump1 FORMAT R32_SFLOAT
BUFFER ddump2 FORMAT R32_SFLOAT
BUFFER ddump3 FORMAT R32_SFLOAT
BUFFER results DATA_TYPE float SIZE 2 FILL 0
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil1 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil2 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline3
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil3 AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics depthdump1
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump1 AS color LOCATION 0
END
PIPELINE graphics depthdump2
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump2 AS color LOCATION 0
END
PIPELINE graphics depthdump3
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER depthstencil3 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
VERTEX_DATA texcoords LOCATION 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER ddump3 AS color LOCATION 0
END
SHADER compute verification_shader GLSL
#version 430
layout(local_size_x=1,local_size_y=1) in;
uniform layout (set=0, binding=0, r32f) image2D texture1;
uniform layout (set=0, binding=1, r32f) image2D texture2;
uniform layout (set=0, binding=2, r32f) image2D texture3;
layout(set = 0, binding = 3) buffer Result {
float result0;
float result1;
};
void main () {
float r0 = 1.0f / pow(2.0f, 25.0f);
float r1 = 1.0f / pow(2.0f, 24.0f);
float depth1_1 = imageLoad(texture1, ivec2(0, 0)).r;
float depth1_2 = imageLoad(texture1, ivec2(255, 255)).r;
float depth2_1 = imageLoad(texture2, ivec2(0, 0)).r;
float depth2_2 = imageLoad(texture2, ivec2(255, 255)).r;
float depth3_1 = imageLoad(texture3, ivec2(0, 0)).r;
float depth3_2 = imageLoad(texture3, ivec2(255, 55)).r;
const float epsilon = 0.00001f;
if ((distance(depth1_1 + r0, depth2_1) < epsilon || distance(depth1_1 + r1, depth2_1) < epsilon) && (distance(depth1_2 + r0, depth2_2) < epsilon || distance(depth1_2 + r1, depth2_2) < epsilon))
result0 = 1.0;
else
result0 = 0.0;
if ((distance(depth1_1 - r0, depth3_1) < epsilon || distance(depth1_1 - r1, depth3_1) < epsilon) && (distance(depth1_2 - r0, depth3_2) < epsilon || distance(depth1_2 - r1, depth3_2) < epsilon))
result1 = 1.0;
else
result1 = 0.0;
}
END
PIPELINE compute verification_pipeline
ATTACH verification_shader
BIND BUFFER ddump1 AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER ddump2 AS storage_image DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ddump3 AS storage_image DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 3
FRAMEBUFFER_SIZE 256 256
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
CLEAR_DEPTH pipeline3 1.0
CLEAR_COLOR pipeline3 255 255 255 255
CLEAR pipeline3
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN depthdump3 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN verification_pipeline 1 1 1
EXPECT results IDX 0 EQ 1.0
EXPECT results IDX 4 EQ 1.0
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D32_SFLOAT
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP greater
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 1.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,104 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 = position;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
layout(set = 0, binding = 0) readonly buffer block1 {
vec4 in_color;
};
void main() {
final_color = in_color;
}
END
BUFFER position_buf1 DATA_TYPE vec4<float> DATA
-1 -1 0.3 1.0
1 -1 0.5 1.0
-1 1 0.3 1.0
1 1 0.5 1.0
END
BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 END
BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 END
BUFFER depthstencil FORMAT D32_SFLOAT
BUFFER framebuffer FORMAT R8G8B8A8_UNORM
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant 0.0 clamp 0.0 slope 0.0
END
END
PIPELINE graphics pipeline2
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position_buf1 LOCATION 0
BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depthstencil AS depth_stencil
DEPTH
TEST on
WRITE on
COMPARE_OP less
CLAMP off
BOUNDS min 0.0 max 1.0
BIAS constant -1.0 clamp 0.0 slope 0.0
END
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
CLEAR_DEPTH pipeline2 1.0
CLEAR_COLOR pipeline2 255 255 255 255
CLEAR pipeline2
RUN pipeline1 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
RUN pipeline2 DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 0 255 0 255
@@ -0,0 +1,188 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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 PASSTHROUGH
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1);
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0, rgba8) readonly image2D texture;
void main()
{
color_out = imageLoad(texture, ivec2(gl_FragCoord.xy));
}
END
SHADER compute compute_shader GLSL
#version 430
layout(local_size_x=32, local_size_y=4) in;
uniform layout (set=0, binding=0, rgba8) image2D img;
int w = 256;
int h = 256;
vec4 bg = vec4(0, 0, 0, 1);
vec4 marked = vec4(0, 1, 1, 1);
vec4 error = vec4(1, 0, 0, 1);
shared ivec2 stack[256];
shared int stackPtr;
shared bool done;
shared ivec2 pixel;
void pushMarkedPixel(ivec2 p)
{
imageStore(img, p, marked);
int slot = atomicAdd(stackPtr, 1);
stack[slot] = p;
}
ivec2 popMarkedPixel()
{
int slot = atomicAdd(stackPtr, -1) - 1;
ivec2 p = stack[slot];
imageStore(img, p, bg);
return p;
}
void main ()
{
if (gl_LocalInvocationIndex == 0)
{
stack[0] = ivec2(-1);
stackPtr = 0;
done = false;
// Use this to break the lines and verify the checker is correct.
//for (int x = 0; x < w; x++)
// imageStore(img, ivec2(x, 128), bg);
//memoryBarrierImage();
}
barrier();
// Search for any pixel belonging to a line.
// Use 32 x 4 block for the search.
ivec2 p = ivec2(gl_LocalInvocationID) + ivec2(0, 128);
vec4 c = imageLoad(img, p);
// Any of the pixels found by a thread will do as a starting point.
if (c != bg)
stack[0] = p;
memoryBarrierImage();
barrier();
if (gl_LocalInvocationIndex == 0 && stack[0] != ivec2(-1))
{
imageStore(img, stack[0], marked);
stackPtr++;
}
memoryBarrierImage();
barrier();
while (!done)
{
if (gl_LocalInvocationIndex == 0 && stackPtr != 0)
pixel = popMarkedPixel();
memoryBarrierImage();
barrier();
if (gl_LocalInvocationID.x < 3 && gl_LocalInvocationID.y < 3)
{
ivec2 p = pixel + ivec2(gl_LocalInvocationID) - ivec2(1);
if (p.x >= 0 && p.y >= 0 && p.x < w && p.y < h)
{
vec4 c = imageLoad(img, p);
if (c != marked && c != bg)
{
pushMarkedPixel(p);
}
}
}
memoryBarrierImage();
barrier();
if (gl_LocalInvocationIndex == 0 && stackPtr < 1)
done = true;
barrier();
}
}
END
BUFFER position DATA_TYPE R8G8B8A8_SNORM DATA
-120 -120 0 127
-119 120 0 127
120 119 0 127
10 20 0 127
-80 20 0 127
-80 95 0 127
-83 95 0 127
-83 -95 0 127
-85 95 0 127
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position LOCATION 0
BIND BUFFER texture AS color LOCATION 0
FRAMEBUFFER_SIZE 256 256
END
PIPELINE graphics tex_pipeline
ATTACH vert_shader
ATTACH frag_shader_tex
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
END
PIPELINE compute verification_pipeline
ATTACH compute_shader
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
END
CLEAR_COLOR pipeline 0 0 0 255
CLEAR pipeline
RUN pipeline DRAW_ARRAY AS LINE_STRIP START_IDX 0 COUNT 9
RUN verification_pipeline 1 1 1
RUN tex_pipeline DRAW_RECT POS 0 0 SIZE 256 256
# Everything should be clear color since the checker consumes
# the drawn pixels if they are continuous.
EXPECT framebuffer IDX 0 0 SIZE 256 255 EQ_RGBA 0 0 0 255
@@ -0,0 +1,193 @@
#!amber
# Copyright 2020 Google LLC.
# Copyright 2020 The Khronos Group 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
#
# 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.
DEVICE_FEATURE fillModeNonSolid
SHADER vertex vert_shader PASSTHROUGH
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1);
}
END
SHADER fragment frag_shader_tex GLSL
#version 430
layout(location = 0) out vec4 color_out;
uniform layout(set=0, binding=0, rgba8) readonly image2D texture;
void main()
{
color_out = imageLoad(texture, ivec2(gl_FragCoord.xy));
}
END
SHADER compute compute_shader GLSL
#version 430
layout(local_size_x=32, local_size_y=4) in;
uniform layout (set=0, binding=0, rgba8) image2D img;
int w = 256;
int h = 256;
vec4 bg = vec4(0, 0, 0, 1);
vec4 marked = vec4(0, 1, 1, 1);
vec4 error = vec4(1, 0, 0, 1);
shared ivec2 stack[256];
shared int stackPtr;
shared bool done;
shared ivec2 pixel;
void pushMarkedPixel(ivec2 p)
{
imageStore(img, p, marked);
int slot = atomicAdd(stackPtr, 1);
stack[slot] = p;
}
ivec2 popMarkedPixel()
{
int slot = atomicAdd(stackPtr, -1) - 1;
ivec2 p = stack[slot];
imageStore(img, p, bg);
return p;
}
void main ()
{
if (gl_LocalInvocationIndex == 0)
{
stack[0] = ivec2(-1);
stackPtr = 0;
done = false;
// Use this to break the lines and verify the checker is correct.
//for (int x = 0; x < w; x++)
// imageStore(img, ivec2(x, 128), bg);
//memoryBarrierImage();
}
barrier();
// Search for any pixel belonging to a line.
// Use 32 x 4 block for the search.
ivec2 p = ivec2(gl_LocalInvocationID) + ivec2(0, 10);
vec4 c = imageLoad(img, p);
// Any of the pixels found by a thread will do as a starting point.
if (c != bg)
stack[0] = p;
memoryBarrierImage();
barrier();
if (gl_LocalInvocationIndex == 0 && stack[0] != ivec2(-1))
{
imageStore(img, stack[0], marked);
stackPtr++;
}
memoryBarrierImage();
barrier();
while (!done)
{
if (gl_LocalInvocationIndex == 0 && stackPtr != 0)
pixel = popMarkedPixel();
memoryBarrierImage();
barrier();
if (gl_LocalInvocationID.x < 3 && gl_LocalInvocationID.y < 3)
{
ivec2 p = pixel + ivec2(gl_LocalInvocationID) - ivec2(1);
if (p.x >= 0 && p.y >= 0 && p.x < w && p.y < h)
{
vec4 c = imageLoad(img, p);
if (c != marked && c != bg)
{
pushMarkedPixel(p);
}
}
}
memoryBarrierImage();
barrier();
if (gl_LocalInvocationIndex == 0 && stackPtr < 1)
done = true;
barrier();
}
}
END
BUFFER position DATA_TYPE R8G8B8A8_SNORM DATA
-120 -120 0 127
0 120 0 127
120 -120 0 127
0 0 0 127
120 0 0 127
60 -60 0 127
-100 100 0 127
110 100 0 127
110 103 0 127
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position LOCATION 0
POLYGON_MODE line
BIND BUFFER texture AS color LOCATION 0
FRAMEBUFFER_SIZE 256 256
END
PIPELINE graphics tex_pipeline
ATTACH vert_shader
ATTACH frag_shader_tex
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
END
PIPELINE compute verification_pipeline
ATTACH compute_shader
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
FRAMEBUFFER_SIZE 256 256
END
CLEAR_COLOR pipeline 0 0 0 255
CLEAR pipeline
RUN pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 9
RUN verification_pipeline 1 1 1
RUN tex_pipeline DRAW_RECT POS 0 0 SIZE 256 256
# Everything should be clear color since the checker consumes
# the drawn pixels if they are continuous.
EXPECT framebuffer IDX 0 0 SIZE 256 255 EQ_RGBA 0 0 0 255