yes
This commit is contained in:
@@ -0,0 +1,186 @@
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#!amber
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# Copyright 2020 Google LLC.
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# Copyright 2020 The Khronos Group Inc.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# https://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
|
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# This test draws two quads with depth values 0.3 and 0.5. Based on the equation in
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# Vulkan spec 26.12.3 the effective constant bias o is calculated as follows:
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# Both quads have a constant depth value, thus the maximum depth slope m is zero.
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# For minimun resolveble difference r there are two values accepted: r0 = 2^-16
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# and r1 = 2^-15. It is constant throughout the range of the entire depth buffer.
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# Using r0 the constant bias o value is:
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# 16384 * r0 = 16384 * 2^-16 = 0.25.
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# Adding this to the existing quad depth values should result as:
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# 0.3 + 0.25 = 0.55 and 0.5 + 0.25 = 0.75.
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# For r1 the same calculation for o is:
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# 16384 * r1 = 16384 * 2^-15 = 0.5.
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# Adding this to the existing quad depth values should result as:
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# 0.3 + 0.5 = 0.8 and 0.5 + 0.5 = 1.0
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SHADER vertex vert_shader GLSL
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#version 430
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layout(location = 0) in vec4 position;
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layout(location = 0) out vec4 frag_color;
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layout(set = 0, binding = 0) readonly buffer block1 {
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vec4 in_color;
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float depth;
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};
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void main() {
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gl_Position = vec4(position.xy, depth, 1.0);
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frag_color = in_color;
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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) in vec4 frag_color;
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layout(location = 0) out vec4 final_color;
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void main() {
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final_color = frag_color;
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}
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END
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SHADER vertex vert_shader_tex GLSL
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#version 430
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec2 texcoords_in;
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layout(location = 0) out vec2 texcoords_out;
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void main() {
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gl_Position = position;
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texcoords_out = texcoords_in;
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}
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END
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SHADER fragment frag_shader_tex GLSL
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#version 430
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layout(location = 0) in vec2 texcoords_in;
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layout(location = 0) out vec4 color_out;
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uniform layout(set=0, binding=0) sampler2D tex_sampler;
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void main() {
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float f = texture(tex_sampler, texcoords_in).r;
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color_out = vec4(f, f, f, 1);
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}
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END
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BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END
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BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END
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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 texcoords 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 depthstencil FORMAT D16_UNORM
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BUFFER ddump FORMAT R32_SFLOAT
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BUFFER results DATA_TYPE float SIZE 2 FILL 0
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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SAMPLER sampler
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PIPELINE graphics pipeline1
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ATTACH vert_shader
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ATTACH frag_shader
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER framebuffer AS color LOCATION 0
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BIND BUFFER depthstencil AS depth_stencil
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BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0
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DEPTH
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TEST on
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WRITE on
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COMPARE_OP less
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CLAMP off
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BOUNDS min 0.0 max 1.0
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BIAS constant 16384.0 clamp 0.0 slope 2.0
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END
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END
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DERIVE_PIPELINE pipeline2 FROM pipeline1
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BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0
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END
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PIPELINE graphics depthdump
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ATTACH vert_shader_tex
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ATTACH frag_shader_tex
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BIND BUFFER depthstencil AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA texcoords LOCATION 1
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER ddump AS color LOCATION 0
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END
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SHADER compute verification_shader GLSL
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#version 430
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layout(local_size_x=1,local_size_y=1) in;
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uniform layout (set=0, binding=0, r32f) image2D texture;
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layout(set = 0, binding = 1) buffer Result {
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float result0;
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float result1;
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};
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void main () {
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float ref0_0 = 0.55;
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float ref0_1 = 0.8;
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float depth0 = imageLoad(texture, ivec2(0, 0)).r;
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if (distance(ref0_0, depth0) < 0.003 || distance(ref0_1, depth0) < 0.003)
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result0 = 1.0;
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else
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result0 = 0.0;
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float ref1_0 = 0.75;
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float ref1_1 = 1.0;
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float depth1 = imageLoad(texture, ivec2(255, 255)).r;
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if (distance(ref1_0, depth1) < 0.003 || distance(ref1_1, depth1) < 0.003)
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result1 = 1.0;
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else
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result1 = 0.0;
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}
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END
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PIPELINE compute verification_pipeline
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ATTACH verification_shader
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BIND BUFFER ddump AS storage_image DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 1
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FRAMEBUFFER_SIZE 256 256
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END
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CLEAR_DEPTH pipeline1 1.0
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CLEAR_COLOR pipeline1 255 255 255 255
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CLEAR pipeline1
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RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200
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RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200
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RUN depthdump DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4
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RUN verification_pipeline 1 1 1
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EXPECT results IDX 0 EQ 1.0
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EXPECT results IDX 4 EQ 1.0
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@@ -0,0 +1,232 @@
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#!amber
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# Copyright 2020 Google LLC.
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# Copyright 2020 The Khronos Group Inc.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# https://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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||||
# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
# 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 vec4 position;
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void main() {
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gl_Position = position;
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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) out vec4 final_color;
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void main() {
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final_color = vec4(1.0f);
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}
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END
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SHADER vertex vert_shader_tex GLSL
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#version 430
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layout(location = 0) in vec2 texcoords_in;
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layout(location = 0) out vec2 texcoords_out;
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void main() {
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gl_Position = vec4(texcoords_in * 2.0f - 1.0f, 0.0f, 1.0f);
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texcoords_out = texcoords_in;
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}
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END
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SHADER fragment frag_shader_tex GLSL
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#version 430
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layout(location = 0) in vec2 texcoords_in;
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layout(location = 0) out vec4 color_out;
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uniform layout(set=0, binding=0) sampler2D tex_sampler;
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void main() {
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float f = texture(tex_sampler, texcoords_in).r;
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color_out = vec4(f, f, f, 1);
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}
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END
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BUFFER position_buf1 DATA_TYPE vec4<float> DATA
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-1 -1 0.3 1.0
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1 -1 0.5 1.0
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-1 1 0.3 1.0
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1 1 0.5 1.0
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END
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BUFFER texcoords 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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0.0 1.0
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1.0 1.0
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END
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BUFFER depthstencil1 FORMAT D16_UNORM
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BUFFER depthstencil2 FORMAT D16_UNORM
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BUFFER depthstencil3 FORMAT D16_UNORM
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BUFFER ddump1 FORMAT R32_SFLOAT
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BUFFER ddump2 FORMAT R32_SFLOAT
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BUFFER ddump3 FORMAT R32_SFLOAT
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BUFFER results DATA_TYPE float SIZE 2 FILL 0
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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SAMPLER sampler
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PIPELINE graphics pipeline1
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position_buf1 LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER framebuffer AS color LOCATION 0
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BIND BUFFER depthstencil1 AS depth_stencil
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DEPTH
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TEST on
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WRITE on
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COMPARE_OP less
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CLAMP off
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BOUNDS min 0.0 max 1.0
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BIAS constant 0.0 clamp 0.0 slope 0.0
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END
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END
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PIPELINE graphics pipeline2
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position_buf1 LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER framebuffer AS color LOCATION 0
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BIND BUFFER depthstencil2 AS depth_stencil
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DEPTH
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TEST on
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WRITE on
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COMPARE_OP less
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CLAMP off
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BOUNDS min 0.0 max 1.0
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BIAS constant 1.0 clamp 0.0 slope 0.0
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END
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END
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PIPELINE graphics pipeline3
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position_buf1 LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER framebuffer AS color LOCATION 0
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||||
BIND BUFFER depthstencil3 AS depth_stencil
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||||
|
||||
DEPTH
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||||
TEST on
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WRITE on
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COMPARE_OP less
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||||
CLAMP off
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BOUNDS min 0.0 max 1.0
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BIAS constant -1.0 clamp 0.0 slope 0.0
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END
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END
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PIPELINE graphics depthdump1
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ATTACH vert_shader_tex
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ATTACH frag_shader_tex
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BIND BUFFER depthstencil1 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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VERTEX_DATA texcoords LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER ddump1 AS color LOCATION 0
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END
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PIPELINE graphics depthdump2
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ATTACH vert_shader_tex
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ATTACH frag_shader_tex
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BIND BUFFER depthstencil2 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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||||
VERTEX_DATA texcoords LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER ddump2 AS color LOCATION 0
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END
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PIPELINE graphics depthdump3
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||||
ATTACH vert_shader_tex
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ATTACH frag_shader_tex
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BIND BUFFER depthstencil3 AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
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||||
VERTEX_DATA texcoords LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER ddump3 AS color LOCATION 0
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END
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SHADER compute verification_shader GLSL
|
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#version 430
|
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layout(local_size_x=1,local_size_y=1) in;
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uniform layout (set=0, binding=0, r32f) image2D texture1;
|
||||
uniform layout (set=0, binding=1, r32f) image2D texture2;
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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);
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||||
float r1 = 1.0f / pow(2.0f, 15.0f);
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||||
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
|
||||
Reference in New Issue
Block a user