This commit is contained in:
2026-05-06 23:44:13 +02:00
parent a5f787d80f
commit fd7038b853
1574 changed files with 365439 additions and 0 deletions
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#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
# The fill value has the most significant bit enabled for each component.
IMAGE texture FORMAT A2B10G10R10_SNORM_PACK32 DIM_1D WIDTH 1 FILL 2684879360
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,51 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
# The fill value has the most significant bit enabled for each component.
IMAGE texture FORMAT A2R10G10B10_SNORM_PACK32 DIM_1D WIDTH 1 FILL 2684879360
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,51 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
# The fill value has the most significant bit enabled for each component.
IMAGE texture FORMAT A8B8G8R8_SNORM_PACK32 DIM_1D WIDTH 1 FILL 2155905152
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 3; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT B8G8R8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT B8G8R8A8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 1; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R16_SNORM DIM_1D WIDTH 1 FILL -32768
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 2; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R16G16_SNORM DIM_1D WIDTH 1 FILL -32768
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 3; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R16G16B16_SNORM DIM_1D WIDTH 1 FILL -32768
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R16G16B16A16_SNORM DIM_1D WIDTH 1 FILL -32768
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 1; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 2; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R8G8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 3; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R8G8B8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,50 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 frag_out;
uniform layout(set=0, binding=0) sampler1D tex_sampler;
void main()
{
vec4 color = texture(tex_sampler, 0.0);
for (int i = 0; i < 4; i++)
{
if (color[i] != -1.0)
{
frag_out = vec4(1, 0, 0, 1);
return;
}
}
frag_out = vec4(0, 1, 0, 1);
}
END
IMAGE framebuffer FORMAT B8G8R8A8_UNORM DIM_2D WIDTH 32 HEIGHT 32
IMAGE texture FORMAT R8G8B8A8_SNORM DIM_1D WIDTH 1 FILL -128
SAMPLER sampler
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
BIND BUFFER texture AS combined_image_sampler SAMPLER sampler DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN pipeline DRAW_RECT POS 0 0 SIZE 32 32
EXPECT framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 0 255 0 255
@@ -0,0 +1,73 @@
#!amber
# Copyright 2020 Google LLC
#
# 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
#
# http://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 compute compute_shader GLSL
#version 430
layout(local_size_x=10, local_size_y=10) in;
uniform layout (set=0, binding=0, r11f_g11f_b10f) image2D texture;
void main ()
{
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
vec4 color = vec4(uv.x - uv.y, uv.y, -uv.y, 1);
imageStore(texture, uv, color);
}
END
SHADER compute compute_shader_verify GLSL
#version 430
layout(local_size_x=1, local_size_y=1) in;
uniform layout (set=0, binding=0, r11f_g11f_b10f) image2D texture;
layout(binding = 1) buffer Buf1
{
int result;
};
void main ()
{
result = 1;
for (int y = 0; y < 50; y++)
for (int x = 0; x < 50; x++)
{
ivec2 uv = ivec2(x, y);
vec4 color = imageLoad(texture, uv);
// Conversion to tiny float should clamp negative values to zero,
// thus the max operation here.
vec4 ref = max(vec4(uv.x - uv.y, uv.y, -uv.y, 1), vec4(0));
if (color != ref)
result = 0;
}
}
END
IMAGE texture FORMAT B10G11R11_UFLOAT_PACK32 DIM_2D WIDTH 50 HEIGHT 50 FILL 0
BUFFER result DATA_TYPE int32 SIZE 1 FILL 0
PIPELINE compute pipeline
ATTACH compute_shader
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
END
PIPELINE compute verify
ATTACH compute_shader_verify
BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER result AS storage DESCRIPTOR_SET 0 BINDING 1
END
RUN pipeline 5 5 1
RUN verify 1 1 1
EXPECT result IDX 0 EQ 1