#!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