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draw_combined_image_sampler.amber
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draw_combined_image_sampler.amber
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#!amber
# Copyright 2019 The Amber Authors.
#
# 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.
SHADER vertex vert_shader PASSTHROUGH
SHADER fragment frag_shader_red GLSL
#version 430
layout(location = 0) out vec4 color_out;
void main() {
color_out = vec4(1.0, 0.0, 0.0, 1.0);
}
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() {
color_out = texture(tex_sampler, texcoords_in);
}
END
SHADER compute compute_shader GLSL
#version 430
layout(local_size_x=16,local_size_y=16) in;
uniform layout (set=0, binding=0, rgba8) image2D texture;
void main () {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
vec4 color = imageLoad(texture, uv) + vec4(0, 1.0, 0, 0);
imageStore(texture, uv, color);
}
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
SAMPLER sampler
BUFFER position DATA_TYPE vec2<float> DATA
-0.75 -0.75
0.75 -0.75
0.75 0.75
-0.75 0.75
END
BUFFER texcoords DATA_TYPE vec2<float> DATA
0.0 0.0
2.0 0.0
2.0 2.0
0.0 2.0
END
PIPELINE graphics texgen
ATTACH vert_shader
ATTACH frag_shader_red
FRAMEBUFFER_SIZE 256 256
BIND BUFFER texture AS color LOCATION 0
END
PIPELINE graphics pipeline
ATTACH vert_shader_tex
ATTACH frag_shader_tex
BIND BUFFER texture 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 framebuffer AS color LOCATION 0
END
# Generate a texture with a quad at the lower right corner.
CLEAR_COLOR texgen 0 0 255 255
CLEAR texgen
RUN texgen DRAW_RECT POS 128 128 SIZE 128 128
# Draw the texture using a default sampler.
CLEAR_COLOR pipeline 0 255 0 255
CLEAR pipeline
RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255
EXPECT framebuffer IDX 81 81 SIZE 1 1 EQ_RGBA 255 0 0 255
EXPECT framebuffer IDX 81 33 SIZE 1 1 EQ_RGBA 0 0 255 255