1#!amber
2# Copyright 2022 Google LLC
3# Copyright 2022 LunarG, Inc.
4#
5# Licensed under the Apache License, Version 2.0 (the "License");
6# you may not use this file except in compliance with the License.
7# You may obtain a copy of the License at
8#
9#     http://www.apache.org/licenses/LICENSE-2.0
10#
11# Unless required by applicable law or agreed to in writing, software
12# distributed under the License is distributed on an "AS IS" BASIS,
13# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14# See the License for the specific language governing permissions and
15# limitations under the License.
16
17DEVICE_FEATURE geometryShader
18
19SHADER vertex vert_shader PASSTHROUGH
20
21SHADER geometry geom_shader GLSL
22#version 450
23
24layout (triangles) in;
25layout (triangle_strip, max_vertices = 3) out;
26in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[];
27
28layout(set = 0, binding = 0) buffer block0
29{
30    int data[20];
31} ssbo;
32
33void main(void)
34{
35  // Only want to perform these operations once
36  if(gl_InvocationID == 0)
37  {
38    // Zero constants
39    int ival = ssbo.data[0];
40    float val = float(ival);
41
42    // int div
43    ssbo.data[1] = 7 / ival;
44    // float div
45    ssbo.data[2] = int(7.0 / val);
46    // normalize float
47    ssbo.data[3] = int(normalize(val));
48    // normalize vec2
49    ssbo.data[4] = int(normalize(vec2(val))[ival]);
50    // normalize vec3
51    ssbo.data[5] = int(normalize(vec3(val))[ival]);
52    // normalize vec4
53    ssbo.data[6] = int(normalize(vec4(val))[ival]);
54    // integer mod
55    ssbo.data[7] = 7 % ival;
56    // float mod
57    ssbo.data[8] = int(mod(7.0, val));
58    // vec2 mod
59    ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
60    // vec3 mod
61    ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
62    // vec4 mod
63    ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
64    // float smoothstep
65    ssbo.data[12] = int(smoothstep(val, val, 0.3));
66    // vec2 smoothstep
67    ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
68    // vec3 smoothstep
69    ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
70    // vec4 smoothstep
71    ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
72    // float atan2
73    ssbo.data[16] = int(atan(7.0, val));
74    // vec2 atan2
75    ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
76    // vec3 atan2
77    ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
78    // vec4 atan2
79    ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
80
81    // Known good value
82    ssbo.data[0] = 42;
83  }
84
85  gl_Position = gl_in[0].gl_Position;
86  EmitVertex();
87
88  gl_Position = gl_in[1].gl_Position;
89  EmitVertex();
90
91  gl_Position = gl_in[2].gl_Position;
92  EmitVertex();
93
94  EndPrimitive();
95}
96END
97
98SHADER fragment frag_shader GLSL
99#version 450
100
101layout (location = 0) out vec4 outColor;
102
103void main(void)
104{
105  outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
106}
107END
108
109BUFFER ssbo_buffer DATA_TYPE int32 DATA
1100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
111END
112
113BUFFER framebuffer FORMAT R8G8B8A8_UNORM
114
115PIPELINE graphics my_pipeline
116  ATTACH vert_shader
117  ATTACH geom_shader
118  ATTACH frag_shader
119
120  BIND BUFFER framebuffer AS color LOCATION 0
121  BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
122END
123
124RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
125
126EXPECT ssbo_buffer IDX 0 EQ 42