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 tessellationShader
18
19SHADER vertex vert_shader PASSTHROUGH
20
21SHADER tessellation_control tesc_shader GLSL
22#version 450
23
24layout (vertices = 3) out;
25in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[gl_MaxPatchVertices];
26
27layout(set = 0, binding = 0) buffer block0
28{
29    int data[20];
30} ssbo;
31
32void main(void)
33{
34  gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
35
36  // Only want to perform these operations once
37  if(gl_InvocationID == 0)
38  {
39    gl_TessLevelInner[0] = 1.0;
40    gl_TessLevelInner[1] = 1.0;
41    gl_TessLevelOuter[0] = 1.0;
42    gl_TessLevelOuter[1] = 1.0;
43    gl_TessLevelOuter[2] = 1.0;
44
45    // Zero constants
46    int ival = ssbo.data[0];
47    float val = float(ival);
48
49    // int div
50    ssbo.data[1] = 7 / ival;
51    // float div
52    ssbo.data[2] = int(7.0 / val);
53    // normalize float
54    ssbo.data[3] = int(normalize(val));
55    // normalize vec2
56    ssbo.data[4] = int(normalize(vec2(val))[ival]);
57    // normalize vec3
58    ssbo.data[5] = int(normalize(vec3(val))[ival]);
59    // normalize vec4
60    ssbo.data[6] = int(normalize(vec4(val))[ival]);
61    // integer mod
62    ssbo.data[7] = 7 % ival;
63    // float mod
64    ssbo.data[8] = int(mod(7.0, val));
65    // vec2 mod
66    ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]);
67    // vec3 mod
68    ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]);
69    // vec4 mod
70    ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]);
71    // float smoothstep
72    ssbo.data[12] = int(smoothstep(val, val, 0.3));
73    // vec2 smoothstep
74    ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]);
75    // vec3 smoothstep
76    ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]);
77    // vec4 smoothstep
78    ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]);
79    // float atan2
80    ssbo.data[16] = int(atan(7.0, val));
81    // vec2 atan2
82    ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]);
83    // vec3 atan2
84    ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]);
85    // vec4 atan2
86    ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]);
87
88    // Known good value
89    ssbo.data[0] = 42;
90  }
91}
92END
93
94SHADER tessellation_evaluation tese_shader GLSL
95#version 450
96
97layout (triangles, equal_spacing, cw) in;
98
99void main(void)
100{
101  gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
102                (gl_TessCoord.y * gl_in[1].gl_Position) +
103                (gl_TessCoord.z * gl_in[2].gl_Position);
104}
105END
106
107SHADER fragment frag_shader GLSL
108#version 450
109
110layout (location = 0) out vec4 outColor;
111
112void main(void)
113{
114  outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
115}
116END
117
118BUFFER vertexPosition DATA_TYPE vec3<float> DATA
119-0.50 -0.50  0.0
120 0.50 -0.50  0.0
121 0.50  0.50  0.0
122 0.50  0.50  0.0
123-0.50  0.50  0.0
124-0.50 -0.50  0.0
125END
126
127BUFFER ssbo_buffer DATA_TYPE int32 DATA
1280 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
129END
130
131BUFFER framebuffer FORMAT R8G8B8A8_UNORM
132
133PIPELINE graphics my_pipeline
134  ATTACH vert_shader
135  ATTACH tesc_shader
136  ATTACH tese_shader
137  ATTACH frag_shader
138
139  VERTEX_DATA vertexPosition LOCATION 0
140  BIND BUFFER framebuffer AS color LOCATION 0
141  BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0
142END
143
144RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6
145
146EXPECT ssbo_buffer IDX 0 EQ 42