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#!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.
# The maximum exponent e is taken from the constant depth value.
# For depth value 0.3 e is -2, and for value 0.5 it's -1.
# 32bit float format has a mantissa size of 23 making n = 23.
# The minimum resolvable difference r is calculated as r = 2^(e-n).
# Thus the constant bias o values are:
# 4194304 * r = 4194304 * 2^(-2-23) = 4194304 * 2^-25 = 0.125
# and
# 4194304 * r = 4194304 * 2^(-1-23) = 4194304 * 2^-24 = 0.25
# Adding this to the existing quad depth values should result as
# 0.3 + 0.125 = 0.425 and 0.5 + 0.25 = 0.75.
# The depth buffer is dumped as a RGBA8 image making the expected results
# roughly 0.425 * 255 = 108 and 0.75 * 255 = 191.
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
0.0 1.0
1.0 1.0
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
BUFFER ddump FORMAT B8G8R8A8_UNORM
BUFFER depthstencil FORMAT D32_SFLOAT
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
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
EXPECT ddump IDX 0 0 SIZE 1 1 EQ_RGBA 108 108 108 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 0 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 0 255 SIZE 1 1 EQ_RGBA 255 255 255 255 TOLERANCE 5% 5% 5% 0
EXPECT ddump IDX 255 255 SIZE 1 1 EQ_RGBA 191 191 191 255 TOLERANCE 5% 5% 5% 0