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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 compute compute_shader_tex GLSL
#version 430
uniform layout(set=0, binding=0) texture2D tex;
uniform layout(set=0, binding=1) sampler tex_sampler;
uniform layout(set=0, binding=2, rgba8) image2D color_out;
uniform layout(set=0, binding=3) ubo {
uvec2 frag_coord_offset;
};
void main() {
ivec2 frag_coord = ivec2(gl_GlobalInvocationID.xy + frag_coord_offset);
const vec2 global_size = vec2(128, 128);
vec2 texcoords_in = (gl_GlobalInvocationID.xy / global_size) * 3. - 1.;
imageStore(color_out, frag_coord, texture(sampler2D(tex, tex_sampler), texcoords_in));
}
END
BUFFER texture FORMAT R8G8B8A8_UNORM
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
# Define samplers for all floating point border colors.
SAMPLER sampler_float_opaque_white \
ADDRESS_MODE_U clamp_to_border \
ADDRESS_MODE_V clamp_to_border \
BORDER_COLOR float_opaque_white
SAMPLER sampler_float_opaque_black \
ADDRESS_MODE_U clamp_to_border \
ADDRESS_MODE_V clamp_to_border \
BORDER_COLOR float_opaque_black
SAMPLER sampler_float_transparent_black \
ADDRESS_MODE_U clamp_to_border \
ADDRESS_MODE_V clamp_to_border \
BORDER_COLOR float_transparent_black
BUFFER ubo_opaque_white DATA_TYPE vec2<uint32> DATA
0 0
END
BUFFER ubo_opaque_black DATA_TYPE vec2<uint32> DATA
128 0
END
BUFFER ubo_transparent_black DATA_TYPE vec2<uint32> DATA
0 128
END
PIPELINE graphics pipeline_texgen
ATTACH vert_shader
ATTACH frag_shader_red
FRAMEBUFFER_SIZE 256 256
BIND BUFFER texture AS color LOCATION 0
END
PIPELINE compute pipeline_float_opaque_white
ATTACH compute_shader_tex
BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0
BIND SAMPLER sampler_float_opaque_white DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER framebuffer AS storage_image DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER ubo_opaque_white AS uniform DESCRIPTOR_SET 0 BINDING 3
END
DERIVE_PIPELINE pipeline_float_opaque_black FROM pipeline_float_opaque_white
BIND SAMPLER sampler_float_opaque_black DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ubo_opaque_black AS uniform DESCRIPTOR_SET 0 BINDING 3
END
DERIVE_PIPELINE pipeline_float_transparent_black FROM pipeline_float_opaque_white
BIND SAMPLER sampler_float_transparent_black DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER ubo_transparent_black AS uniform DESCRIPTOR_SET 0 BINDING 3
END
# Generate texture: a rectangle at the lower right corner.
CLEAR_COLOR pipeline_texgen 0 0 255 255
CLEAR pipeline_texgen
RUN pipeline_texgen DRAW_RECT POS 128 128 SIZE 128 128
# Draw the texture with coordinates going beyond 0 and 1 to trigger border color.
RUN pipeline_float_opaque_white 128 128 1
RUN pipeline_float_opaque_black 128 128 1
RUN pipeline_float_transparent_black 128 128 1
EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 255 255 255 255
EXPECT framebuffer IDX 129 1 SIZE 1 1 EQ_RGBA 0 0 0 255
EXPECT framebuffer IDX 1 129 SIZE 1 1 EQ_RGBA 0 0 0 0
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