| #!amber |
| # Copyright 2020 Google LLC. |
| # Copyright 2020 The Khronos Group Inc. |
| # |
| # 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. |
| |
| # This test draws two quads with depth values 0.3 and 0.5. Based on the equation in |
| # Vulkan spec 26.12.3 the effective constant bias o is calculated as follows: |
| |
| # Both quads have a constant depth value, thus the maximum depth slope m is zero. |
| # For minimun resolveble difference r there are two values accepted: r0 = 2^-24 |
| # and r1 = 2^-23. It is constant throughout the range of the entire depth buffer. |
| |
| # Using r0 the constant bias o value is: |
| # 4194304 * r0 = 4194304 * 2^-24 = 0.25. |
| |
| # Adding this to the existing quad depth values should result as: |
| # 0.3 + 0.25 = 0.55 and 0.5 + 0.25 = 0.75. |
| |
| # For r1 the same calculation for o is: |
| # 4194304 * r1 = 4194304 * 2^-23 = 0.5. |
| |
| # Adding this to the existing quad depth values should result as: |
| # 0.3 + 0.5 = 0.8 and 0.5 + 0.5 = 1.0 |
| |
| SHADER vertex vert_shader GLSL |
| #version 430 |
| |
| layout(location = 0) in vec4 position; |
| layout(location = 0) out vec4 frag_color; |
| |
| layout(set = 0, binding = 0) readonly buffer block1 { |
| vec4 in_color; |
| float depth; |
| }; |
| |
| void main() { |
| gl_Position = vec4(position.xy, depth, 1.0); |
| frag_color = in_color; |
| } |
| END |
| |
| SHADER fragment frag_shader GLSL |
| #version 430 |
| |
| layout(location = 0) in vec4 frag_color; |
| layout(location = 0) out vec4 final_color; |
| |
| void main() { |
| final_color = frag_color; |
| } |
| 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() { |
| float f = texture(tex_sampler, texcoords_in).r; |
| color_out = vec4(f, f, f, 1); |
| } |
| END |
| |
| BUFFER data_buf1 DATA_TYPE float DATA 1.0 0.0 0.0 1.0 0.3 END |
| BUFFER data_buf2 DATA_TYPE float DATA 0.0 1.0 0.0 1.0 0.5 END |
| |
| BUFFER position DATA_TYPE vec2<float> DATA |
| -1.0 -1.0 |
| 1.0 -1.0 |
| -1.0 1.0 |
| 1.0 1.0 |
| END |
| BUFFER texcoords DATA_TYPE vec2<float> DATA |
| 0.0 0.0 |
| 1.0 0.0 |
| 1.0 1.0 |
| 0.0 1.0 |
| END |
| |
| BUFFER depthstencil FORMAT D24_UNORM_S8_UINT |
| BUFFER ddump FORMAT R32_SFLOAT |
| BUFFER results DATA_TYPE float SIZE 2 FILL 0 |
| BUFFER framebuffer FORMAT B8G8R8A8_UNORM |
| |
| SAMPLER sampler |
| |
| PIPELINE graphics pipeline1 |
| ATTACH vert_shader |
| ATTACH frag_shader |
| |
| FRAMEBUFFER_SIZE 256 256 |
| BIND BUFFER framebuffer AS color LOCATION 0 |
| BIND BUFFER depthstencil AS depth_stencil |
| BIND BUFFER data_buf1 AS storage DESCRIPTOR_SET 0 BINDING 0 |
| |
| DEPTH |
| TEST on |
| WRITE on |
| COMPARE_OP less |
| CLAMP off |
| BOUNDS min 0.0 max 1.0 |
| BIAS constant 4194304.0 clamp 0.0 slope 2.0 |
| END |
| END |
| |
| DERIVE_PIPELINE pipeline2 FROM pipeline1 |
| BIND BUFFER data_buf2 AS storage DESCRIPTOR_SET 0 BINDING 0 |
| END |
| |
| PIPELINE graphics depthdump |
| ATTACH vert_shader_tex |
| ATTACH frag_shader_tex |
| BIND BUFFER depthstencil 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 ddump AS color LOCATION 0 |
| END |
| |
| SHADER compute verification_shader GLSL |
| #version 430 |
| layout(local_size_x=1,local_size_y=1) in; |
| uniform layout (set=0, binding=0, r32f) image2D texture; |
| layout(set = 0, binding = 1) buffer Result { |
| float result0; |
| float result1; |
| }; |
| |
| void main () { |
| float ref0_0 = 0.55; |
| float ref0_1 = 0.8; |
| float depth0 = imageLoad(texture, ivec2(0, 0)).r; |
| if (distance(ref0_0, depth0) < 0.003 || distance(ref0_1, depth0) < 0.003) |
| result0 = 1.0; |
| else |
| result0 = 0.0; |
| |
| float ref1_0 = 0.75; |
| float ref1_1 = 1.0; |
| float depth1 = imageLoad(texture, ivec2(255, 255)).r; |
| if (distance(ref1_0, depth1) < 0.003 || distance(ref1_1, depth1) < 0.003) |
| result1 = 1.0; |
| else |
| result1 = 0.0; |
| } |
| END |
| |
| PIPELINE compute verification_pipeline |
| ATTACH verification_shader |
| BIND BUFFER ddump AS storage_image DESCRIPTOR_SET 0 BINDING 0 |
| BIND BUFFER results AS storage DESCRIPTOR_SET 0 BINDING 1 |
| FRAMEBUFFER_SIZE 256 256 |
| END |
| |
| CLEAR_DEPTH pipeline1 1.0 |
| CLEAR_COLOR pipeline1 255 255 255 255 |
| CLEAR pipeline1 |
| RUN pipeline1 DRAW_RECT POS 0 0 SIZE 200 200 |
| RUN pipeline2 DRAW_RECT POS 56 56 SIZE 200 200 |
| RUN depthdump DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4 |
| RUN verification_pipeline 1 1 1 |
| |
| EXPECT results IDX 0 EQ 1.0 |
| EXPECT results IDX 4 EQ 1.0 |