#!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_small FORMAT B8G8R8A8_UNORM BUFFER texture FORMAT B8G8R8A8_UNORM BUFFER framebuffer_linear FORMAT B8G8R8A8_UNORM BUFFER framebuffer_nearest FORMAT B8G8R8A8_UNORM SAMPLER sampler_linear MIN_FILTER linear MAG_FILTER nearest SAMPLER sampler_nearest MIN_FILTER nearest MAG_FILTER nearest BUFFER position DATA_TYPE vec2 DATA -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 END BUFFER texcoords DATA_TYPE vec2 DATA 0.0 0.0 16.0 0.0 16.0 16.0 0.0 16.0 END PIPELINE graphics pipeline_red ATTACH vert_shader ATTACH frag_shader_red FRAMEBUFFER_SIZE 2 2 BIND BUFFER texture_small AS color LOCATION 0 END PIPELINE graphics pipeline_tex_repeat ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture_small AS sampled_image DESCRIPTOR_SET 0 BINDING 0 BIND SAMPLER sampler_nearest DESCRIPTOR_SET 0 BINDING 1 VERTEX_DATA position LOCATION 0 VERTEX_DATA texcoords LOCATION 1 FRAMEBUFFER_SIZE 256 256 BIND BUFFER texture AS color LOCATION 0 END PIPELINE graphics pipeline_linear ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0 BIND SAMPLER sampler_linear DESCRIPTOR_SET 0 BINDING 1 VERTEX_DATA position LOCATION 0 VERTEX_DATA texcoords LOCATION 1 FRAMEBUFFER_SIZE 256 256 BIND BUFFER framebuffer_linear AS color LOCATION 0 END PIPELINE graphics pipeline_nearest ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture AS sampled_image DESCRIPTOR_SET 0 BINDING 0 BIND SAMPLER sampler_nearest DESCRIPTOR_SET 0 BINDING 1 VERTEX_DATA position LOCATION 0 VERTEX_DATA texcoords LOCATION 1 FRAMEBUFFER_SIZE 256 256 BIND BUFFER framebuffer_nearest AS color LOCATION 0 END # Generate 2x2 pattern. CLEAR_COLOR pipeline_red 0 0 255 255 CLEAR pipeline_red RUN pipeline_red DRAW_RECT POS 0 0 SIZE 1 1 RUN pipeline_red DRAW_RECT POS 1 1 SIZE 1 1 # Make the pattern repeat into 256x256 texture RUN pipeline_tex_repeat DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 # Draw the repeated texture into a quad and again repeat 16 times # to make it smaller. Do this with both nearest and linear filter mode. CLEAR_COLOR pipeline_linear 0 255 0 255 CLEAR pipeline_linear RUN pipeline_linear DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 CLEAR_COLOR pipeline_nearest 0 255 0 255 CLEAR pipeline_nearest RUN pipeline_nearest DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 # Linear and nearest filtering produce different results so this should fail. EXPECT framebuffer_nearest EQ_BUFFER framebuffer_linear