blob: b7b19f88f3f97b8c44fa375801f9b7c3cbd0a194 [file] [log] [blame]
#!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