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#!amber
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# Copyright 2020 Google LLC
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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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# http://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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SHADER compute compute_shader GLSL
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#version 430
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layout(local_size_x=10, local_size_y=10) in;
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uniform layout (set=0, binding=0, r11f_g11f_b10f) image2D texture;
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void main ()
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{
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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vec4 color = vec4(uv.x - uv.y, uv.y, -uv.y, 1);
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imageStore(texture, uv, color);
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}
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END
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SHADER compute compute_shader_verify 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, r11f_g11f_b10f) image2D texture;
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layout(binding = 1) buffer Buf1
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{
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int result;
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};
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void main ()
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{
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result = 1;
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for (int y = 0; y < 50; y++)
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for (int x = 0; x < 50; x++)
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{
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ivec2 uv = ivec2(x, y);
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vec4 color = imageLoad(texture, uv);
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// Conversion to tiny float should clamp negative values to zero,
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// thus the max operation here.
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vec4 ref = max(vec4(uv.x - uv.y, uv.y, -uv.y, 1), vec4(0));
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if (color != ref)
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result = 0;
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}
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}
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END
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IMAGE texture FORMAT B10G11R11_UFLOAT_PACK32 DIM_2D WIDTH 50 HEIGHT 50 FILL 0
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BUFFER result DATA_TYPE int32 SIZE 1 FILL 0
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PIPELINE compute 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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END
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PIPELINE compute verify
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ATTACH compute_shader_verify
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BIND BUFFER texture AS storage_image DESCRIPTOR_SET 0 BINDING 0
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BIND BUFFER result AS storage DESCRIPTOR_SET 0 BINDING 1
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END
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RUN pipeline 5 5 1
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RUN verify 1 1 1
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EXPECT result IDX 0 EQ 1
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