149 lines
3.9 KiB
Plaintext
149 lines
3.9 KiB
Plaintext
#!amber
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# Copyright 2022 Google LLC
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# Copyright 2022 LunarG, 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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# 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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DEVICE_FEATURE tessellationShader
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SHADER vertex vert_shader PASSTHROUGH
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SHADER tessellation_control tesc_shader GLSL
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#version 450
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layout (vertices = 3) out;
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in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[gl_MaxPatchVertices];
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void main(void)
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{
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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if(gl_InvocationID == 0)
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{
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gl_TessLevelInner[0] = 1.0;
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gl_TessLevelInner[1] = 1.0;
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gl_TessLevelOuter[0] = 1.0;
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gl_TessLevelOuter[1] = 1.0;
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gl_TessLevelOuter[2] = 1.0;
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}
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}
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END
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SHADER tessellation_evaluation tese_shader GLSL
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#version 450
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layout (triangles, equal_spacing, cw) in;
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layout(set = 0, binding = 0) buffer block0
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{
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int data[20];
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} ssbo;
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void main(void)
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{
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gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
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(gl_TessCoord.y * gl_in[1].gl_Position) +
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(gl_TessCoord.z * gl_in[2].gl_Position);
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// Only want to perform these operations once
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if(gl_Position.x == 0.5f && gl_Position.y == -0.5f)
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{
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// Zero constants
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int ival = ssbo.data[0];
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float val = float(ival);
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// int div
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ssbo.data[1] = 7 / ival;
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// float div
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ssbo.data[2] = int(7.0 / val);
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// normalize float
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ssbo.data[3] = int(normalize(val));
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// normalize vec2
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ssbo.data[4] = int(normalize(vec2(val))[ival]);
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// normalize vec3
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ssbo.data[5] = int(normalize(vec3(val))[ival]);
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// normalize vec4
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ssbo.data[6] = int(normalize(vec4(val))[ival]);
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// integer mod
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ssbo.data[7] = 7 % ival;
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// float mod
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ssbo.data[8] = int(mod(7.0, val));
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// vec2 mod
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ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
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// vec3 mod
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ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
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// vec4 mod
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ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
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// float smoothstep
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ssbo.data[12] = int(smoothstep(val, val, 0.3));
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// vec2 smoothstep
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ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
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// vec3 smoothstep
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ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
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// vec4 smoothstep
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ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
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// float atan2
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ssbo.data[16] = int(atan(7.0, val));
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// vec2 atan2
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ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
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// vec3 atan2
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ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
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// vec4 atan2
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ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
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// Known good value
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ssbo.data[0] = 42;
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}
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}
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END
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SHADER fragment frag_shader GLSL
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#version 450
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layout (location = 0) out vec4 outColor;
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void main(void)
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{
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outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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END
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BUFFER vertexPosition DATA_TYPE vec3<float> DATA
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-0.50 -0.50 0.0
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0.50 -0.50 0.0
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0.50 0.50 0.0
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0.50 0.50 0.0
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-0.50 0.50 0.0
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-0.50 -0.50 0.0
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END
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BUFFER ssbo_buffer DATA_TYPE int32 DATA
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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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END
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BUFFER framebuffer FORMAT R8G8B8A8_UNORM
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PIPELINE graphics my_pipeline
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ATTACH vert_shader
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ATTACH tesc_shader
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ATTACH tese_shader
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ATTACH frag_shader
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VERTEX_DATA vertexPosition LOCATION 0
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BIND BUFFER framebuffer AS color LOCATION 0
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BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
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END
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RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6
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EXPECT ssbo_buffer IDX 0 EQ 42 |