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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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DEVICE_FEATURE fillModeNonSolid
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SHADER vertex vert_shader PASSTHROUGH
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) out vec4 color;
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void main()
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{
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color = vec4(1);
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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) out vec4 color_out;
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uniform layout(set=0, binding=0, rgba8) readonly image2D texture;
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void main()
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{
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color_out = imageLoad(texture, ivec2(gl_FragCoord.xy));
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}
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END
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SHADER compute compute_shader GLSL
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#version 430
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layout(local_size_x=32, local_size_y=4) in;
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uniform layout (set=0, binding=0, rgba8) image2D img;
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int w = 256;
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int h = 256;
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vec4 bg = vec4(0, 0, 0, 1);
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vec4 marked = vec4(0, 1, 1, 1);
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vec4 error = vec4(1, 0, 0, 1);
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shared ivec2 stack[256];
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shared int stackPtr;
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shared bool done;
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shared ivec2 pixel;
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void pushMarkedPixel(ivec2 p)
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{
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imageStore(img, p, marked);
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int slot = atomicAdd(stackPtr, 1);
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stack[slot] = p;
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}
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ivec2 popMarkedPixel()
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{
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int slot = atomicAdd(stackPtr, -1) - 1;
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ivec2 p = stack[slot];
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imageStore(img, p, bg);
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return p;
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}
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void main ()
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{
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if (gl_LocalInvocationIndex == 0)
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{
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stack[0] = ivec2(-1);
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stackPtr = 0;
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done = false;
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// Use this to break the lines and verify the checker is correct.
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//for (int x = 0; x < w; x++)
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// imageStore(img, ivec2(x, 128), bg);
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//memoryBarrierImage();
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}
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barrier();
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// Search for any pixel belonging to a line.
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// Use 32 x 4 block for the search.
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ivec2 p = ivec2(gl_LocalInvocationID) + ivec2(0, 10);
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vec4 c = imageLoad(img, p);
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// Any of the pixels found by a thread will do as a starting point.
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if (c != bg)
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stack[0] = p;
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memoryBarrierImage();
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barrier();
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if (gl_LocalInvocationIndex == 0 && stack[0] != ivec2(-1))
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{
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imageStore(img, stack[0], marked);
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stackPtr++;
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}
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memoryBarrierImage();
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barrier();
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while (!done)
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{
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if (gl_LocalInvocationIndex == 0 && stackPtr != 0)
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pixel = popMarkedPixel();
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memoryBarrierImage();
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barrier();
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if (gl_LocalInvocationID.x < 3 && gl_LocalInvocationID.y < 3)
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{
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ivec2 p = pixel + ivec2(gl_LocalInvocationID) - ivec2(1);
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if (p.x >= 0 && p.y >= 0 && p.x < w && p.y < h)
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{
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vec4 c = imageLoad(img, p);
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if (c != marked && c != bg)
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{
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pushMarkedPixel(p);
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}
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}
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}
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memoryBarrierImage();
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barrier();
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if (gl_LocalInvocationIndex == 0 && stackPtr < 1)
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done = true;
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barrier();
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}
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}
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END
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BUFFER position DATA_TYPE R8G8B8A8_SNORM DATA
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-120 -120 0 127
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0 120 0 127
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120 -120 0 127
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0 0 0 127
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120 0 0 127
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60 -60 0 127
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-100 100 0 127
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110 100 0 127
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110 103 0 127
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END
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BUFFER texture FORMAT R8G8B8A8_UNORM
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position LOCATION 0
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POLYGON_MODE line
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BIND BUFFER texture AS color LOCATION 0
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FRAMEBUFFER_SIZE 256 256
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END
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PIPELINE graphics tex_pipeline
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ATTACH vert_shader
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ATTACH frag_shader_tex
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BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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PIPELINE compute verification_pipeline
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ATTACH compute_shader
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BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
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FRAMEBUFFER_SIZE 256 256
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END
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CLEAR_COLOR pipeline 0 0 0 255
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CLEAR pipeline
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RUN pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 9
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RUN verification_pipeline 1 1 1
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RUN tex_pipeline DRAW_RECT POS 0 0 SIZE 256 256
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# Everything should be clear color since the checker consumes
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# the drawn pixels if they are continuous.
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EXPECT framebuffer IDX 0 0 SIZE 256 255 EQ_RGBA 0 0 0 255
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