#!amber # Copyright 2022 Google LLC # Copyright 2022 LunarG, 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 # # http://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. DEVICE_FEATURE tessellationShader SHADER vertex vert_shader PASSTHROUGH SHADER tessellation_control tesc_shader GLSL #version 450 layout (vertices = 3) out; in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[gl_MaxPatchVertices]; layout(set = 0, binding = 0) buffer block0 { int data[20]; } ssbo; void main(void) { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; // Only want to perform these operations once if(gl_InvocationID == 0) { gl_TessLevelInner[0] = 1.0; gl_TessLevelInner[1] = 1.0; gl_TessLevelOuter[0] = 1.0; gl_TessLevelOuter[1] = 1.0; gl_TessLevelOuter[2] = 1.0; // Zero constants int ival = ssbo.data[0]; float val = float(ival); // int div ssbo.data[1] = 7 / ival; // float div ssbo.data[2] = int(7.0 / val); // normalize float ssbo.data[3] = int(normalize(val)); // normalize vec2 ssbo.data[4] = int(normalize(vec2(val))[ival]); // normalize vec3 ssbo.data[5] = int(normalize(vec3(val))[ival]); // normalize vec4 ssbo.data[6] = int(normalize(vec4(val))[ival]); // integer mod ssbo.data[7] = 7 % ival; // float mod ssbo.data[8] = int(mod(7.0, val)); // vec2 mod ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]); // vec3 mod ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]); // vec4 mod ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]); // float smoothstep ssbo.data[12] = int(smoothstep(val, val, 0.3)); // vec2 smoothstep ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]); // vec3 smoothstep ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]); // vec4 smoothstep ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]); // float atan2 ssbo.data[16] = int(atan(7.0, val)); // vec2 atan2 ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]); // vec3 atan2 ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]); // vec4 atan2 ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]); // Known good value ssbo.data[0] = 42; } } END SHADER tessellation_evaluation tese_shader GLSL #version 450 layout (triangles, equal_spacing, cw) in; void main(void) { gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); } END SHADER fragment frag_shader GLSL #version 450 layout (location = 0) out vec4 outColor; void main(void) { outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } END BUFFER vertexPosition DATA_TYPE vec3 DATA -0.50 -0.50 0.0 0.50 -0.50 0.0 0.50 0.50 0.0 0.50 0.50 0.0 -0.50 0.50 0.0 -0.50 -0.50 0.0 END BUFFER ssbo_buffer DATA_TYPE int32 DATA 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 END BUFFER framebuffer FORMAT R8G8B8A8_UNORM PIPELINE graphics my_pipeline ATTACH vert_shader ATTACH tesc_shader ATTACH tese_shader ATTACH frag_shader VERTEX_DATA vertexPosition LOCATION 0 BIND BUFFER framebuffer AS color LOCATION 0 BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0 END RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6 EXPECT ssbo_buffer IDX 0 EQ 42