#!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) texture2D tex; uniform layout(set=0, binding=1) sampler tex_sampler; void main() { color_out = texture(sampler2D(tex, tex_sampler), texcoords_in); } END BUFFER texture FORMAT R8G8B8A8_UNORM BUFFER framebuffer FORMAT B8G8R8A8_UNORM SAMPLER sampler MAG_FILTER linear BUFFER position DATA_TYPE vec2 DATA -0.75 -0.75 0.75 -0.75 0.75 0.75 -0.75 0.75 END BUFFER texcoords DATA_TYPE vec2 DATA 0.0 0.0 2.0 0.0 2.0 2.0 0.0 2.0 END PIPELINE graphics pipeline1 ATTACH vert_shader ATTACH frag_shader_red FRAMEBUFFER_SIZE 2 2 BIND BUFFER texture AS color LOCATION 0 END PIPELINE graphics pipeline2 ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0 BIND SAMPLER sampler DESCRIPTOR_SET 0 BINDING 1 VERTEX_DATA position LOCATION 0 VERTEX_DATA texcoords LOCATION 1 FRAMEBUFFER_SIZE 256 256 BIND BUFFER framebuffer AS color LOCATION 0 END # Generate a 2x2 texture with a one pixel sized chessboard pattern. CLEAR_COLOR pipeline1 0 0 255 255 CLEAR pipeline1 RUN pipeline1 DRAW_RECT POS 0 0 SIZE 1 1 RUN pipeline1 DRAW_RECT POS 1 1 SIZE 1 1 # Draw a textured quad with linear magnification. CLEAR_COLOR pipeline2 0 255 0 255 CLEAR pipeline2 RUN pipeline2 DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255 # Sample a pixel between two upsampled texels. The result should be roughly # a mean value of the original colors. EXPECT framebuffer IDX 80 80 SIZE 1 1 EQ_RGBA 128 0 128 255 TOLERANCE 3 0 3 0