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 27void main(void) 28{ 29 gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; 30 31 if(gl_InvocationID == 0) 32 { 33 gl_TessLevelInner[0] = 1.0; 34 gl_TessLevelInner[1] = 1.0; 35 gl_TessLevelOuter[0] = 1.0; 36 gl_TessLevelOuter[1] = 1.0; 37 gl_TessLevelOuter[2] = 1.0; 38 } 39} 40END 41 42SHADER tessellation_evaluation tese_shader GLSL 43#version 450 44 45layout (triangles, equal_spacing, cw) in; 46 47layout(set = 0, binding = 0) buffer block0 48{ 49 int data[20]; 50} ssbo; 51 52void main(void) 53{ 54 gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + 55 (gl_TessCoord.y * gl_in[1].gl_Position) + 56 (gl_TessCoord.z * gl_in[2].gl_Position); 57 58 // Only want to perform these operations once 59 if(gl_Position.x == 0.5f && gl_Position.y == -0.5f) 60 { 61 // Zero constants 62 int ival = ssbo.data[0]; 63 float val = float(ival); 64 65 // int div 66 ssbo.data[1] = 7 / ival; 67 // float div 68 ssbo.data[2] = int(7.0 / val); 69 // normalize float 70 ssbo.data[3] = int(normalize(val)); 71 // normalize vec2 72 ssbo.data[4] = int(normalize(vec2(val))[ival]); 73 // normalize vec3 74 ssbo.data[5] = int(normalize(vec3(val))[ival]); 75 // normalize vec4 76 ssbo.data[6] = int(normalize(vec4(val))[ival]); 77 // integer mod 78 ssbo.data[7] = 7 % ival; 79 // float mod 80 ssbo.data[8] = int(mod(7.0, val)); 81 // vec2 mod 82 ssbo.data[9] = int(mod(vec2(7.0), vec2(val))[ival]); 83 // vec3 mod 84 ssbo.data[10] = int(mod(vec3(7.0), vec3(val))[ival]); 85 // vec4 mod 86 ssbo.data[11] = int(mod(vec4(7.0), vec4(val))[ival]); 87 // float smoothstep 88 ssbo.data[12] = int(smoothstep(val, val, 0.3)); 89 // vec2 smoothstep 90 ssbo.data[13] = int(smoothstep(vec2(val), vec2(val), vec2(0.3))[ival]); 91 // vec3 smoothstep 92 ssbo.data[14] = int(smoothstep(vec3(val), vec3(val), vec3(0.3))[ival]); 93 // vec4 smoothstep 94 ssbo.data[15] = int(smoothstep(vec4(val), vec4(val), vec4(0.3))[ival]); 95 // float atan2 96 ssbo.data[16] = int(atan(7.0, val)); 97 // vec2 atan2 98 ssbo.data[17] = int(atan(vec2(7.0), vec2(val))[ival]); 99 // vec3 atan2 100 ssbo.data[18] = int(atan(vec3(7.0), vec3(val))[ival]); 101 // vec4 atan2 102 ssbo.data[19] = int(atan(vec4(7.0), vec4(val))[ival]); 103 104 // Known good value 105 ssbo.data[0] = 42; 106 } 107} 108END 109 110SHADER fragment frag_shader GLSL 111#version 450 112 113layout (location = 0) out vec4 outColor; 114 115void main(void) 116{ 117 outColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); 118} 119END 120 121BUFFER vertexPosition DATA_TYPE vec3<float> DATA 122-0.50 -0.50 0.0 123 0.50 -0.50 0.0 124 0.50 0.50 0.0 125 0.50 0.50 0.0 126-0.50 0.50 0.0 127-0.50 -0.50 0.0 128END 129 130BUFFER ssbo_buffer DATA_TYPE int32 DATA 1310 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 132END 133 134BUFFER framebuffer FORMAT R8G8B8A8_UNORM 135 136PIPELINE graphics my_pipeline 137 ATTACH vert_shader 138 ATTACH tesc_shader 139 ATTACH tese_shader 140 ATTACH frag_shader 141 142 VERTEX_DATA vertexPosition LOCATION 0 143 BIND BUFFER framebuffer AS color LOCATION 0 144 BIND BUFFER ssbo_buffer AS storage DESCRIPTOR_SET 0 BINDING 0 145END 146 147RUN my_pipeline DRAW_ARRAY AS PATCH_LIST START_IDX 0 COUNT 6 148 149EXPECT ssbo_buffer IDX 0 EQ 42