#!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 DATA -1.0 -1.0 1.0 -1.0 -1.0 1.0 1.0 1.0 END BUFFER texcoords DATA_TYPE vec2 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