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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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