compiler_render_tests: Turn on test that uses sampler bindings and multiple textures

This commit is contained in:
Cody Northrop 2014-10-29 12:09:45 -06:00 committed by Courtney Goeltzenleuchter
parent 88ef4cc8a8
commit 90417f8371

View File

@ -132,14 +132,19 @@ static const Vertex g_vbData[] =
{ XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
};
static const int uniformBufferCount = 16;
// These values are used in a few places
static const int g_UniformBufferCount = 16;
static const int g_SamplerCount = 3;
static const int g_TextureCount = 3;
class XglRenderTest : public XglRenderFramework
{
public:
void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
void InitTexture();
void InitSampler();
void InitTexture(int textureSlot = 0, int* color = 0);
void InitMultipleTextures(int textureCount, int* colors);
void InitSampler(int samplerSlot = 0);
void InitMultipleSamplers(int samplerCount);
void InitUniformBuffer(int constantCount, int constantSize, int constantIndex, const void* data);
void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
@ -151,6 +156,7 @@ public:
void DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText);
void DrawTexturedTriangle(const char *vertShaderText, const char *fragShaderText);
void DrawVSTexture(const char *vertShaderText, const char *fragShaderText);
void DrawSamplerBindingsTriangle(const char *vertShaderText, const char *fragShaderText, int textureCount, int samplerCount);
void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
@ -158,18 +164,19 @@ public:
void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineVSFSUniformBlock(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
void CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps, int textureCount, int samplerCount);
protected:
XGL_IMAGE m_texture;
XGL_IMAGE_VIEW m_textureView;
XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
XGL_GPU_MEMORY m_textureMem;
XGL_IMAGE m_texture[g_TextureCount];
XGL_IMAGE_VIEW m_textureView[g_TextureCount];
XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo[g_TextureCount];
XGL_GPU_MEMORY m_textureMem[g_TextureCount];
XGL_SAMPLER m_sampler;
XGL_GPU_MEMORY m_uniformBufferMem[uniformBufferCount];
XGL_MEMORY_VIEW_ATTACH_INFO m_uniformBufferView[uniformBufferCount];
XGL_SAMPLER m_sampler[g_SamplerCount];
XGL_GPU_MEMORY m_uniformBufferMem[g_UniformBufferCount];
XGL_MEMORY_VIEW_ATTACH_INFO m_uniformBufferView[g_UniformBufferCount];
@ -204,8 +211,9 @@ protected:
this->app_info.engineVersion = 1;
this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
for (int i = 0; i < g_TextureCount; ++i) {
m_textureViewInfo[i].sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
}
InitFramework();
}
@ -285,36 +293,29 @@ void XglRenderTest::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::InitTexture()
void XglRenderTest::InitTexture(int textureSlot, int* color)
{
#define DEMO_TEXTURE_COUNT 1
const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
const XGL_FORMAT tex_format = { XGL_CH_FMT_R8G8B8A8, XGL_NUM_FMT_UNORM };
const XGL_INT tex_width = 16;
const XGL_INT tex_height = 16;
const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
{ 0xffff0000, 0xff00ff00 },
};
uint32_t tex_colors[DEMO_TEXTURE_COUNT][2];
// assign the texture color with parameter
assert(1 == DEMO_TEXTURE_COUNT);
if (color != NULL) {
tex_colors[0][0] = *color;
tex_colors[0][1] = *color;
} else {
tex_colors[0][0] = 0xffff0000;
tex_colors[0][1] = 0xff00ff00;
}
XGL_RESULT err;
XGL_UINT i;
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
const XGL_SAMPLER_CREATE_INFO sampler = {
.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.pNext = NULL,
.magFilter = XGL_TEX_FILTER_NEAREST,
.minFilter = XGL_TEX_FILTER_NEAREST,
.mipMode = XGL_TEX_MIPMAP_BASE,
.addressU = XGL_TEX_ADDRESS_WRAP,
.addressV = XGL_TEX_ADDRESS_WRAP,
.addressW = XGL_TEX_ADDRESS_WRAP,
.mipLodBias = 0.0f,
.maxAnisotropy = 0,
.compareFunc = XGL_COMPARE_NEVER,
.minLod = 0.0f,
.maxLod = 0.0f,
.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
};
const XGL_IMAGE_CREATE_INFO image = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.pNext = NULL,
@ -356,15 +357,11 @@ void XglRenderTest::InitTexture()
XGL_MEMORY_REQUIREMENTS mem_reqs;
XGL_SIZE mem_reqs_size;
/* create sampler */
err = xglCreateSampler(device(), &sampler, &m_sampler);
assert(!err);
/* create image */
err = xglCreateImage(device(), &image, &m_texture);
err = xglCreateImage(device(), &image, &m_texture[textureSlot]);
assert(!err);
err = xglGetObjectInfo(m_texture,
err = xglGetObjectInfo(m_texture[textureSlot],
XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&mem_reqs_size, &mem_reqs);
assert(!err && mem_reqs_size == sizeof(mem_reqs));
@ -376,16 +373,16 @@ void XglRenderTest::InitTexture()
sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
/* allocate memory */
err = xglAllocMemory(device(), &mem_alloc, &m_textureMem);
err = xglAllocMemory(device(), &mem_alloc, &m_textureMem[textureSlot]);
assert(!err);
/* bind memory */
err = xglBindObjectMemory(m_texture, m_textureMem, 0);
err = xglBindObjectMemory(m_texture[textureSlot], m_textureMem[textureSlot], 0);
assert(!err);
/* create image view */
view.image = m_texture;
err = xglCreateImageView(device(), &view, &m_textureView);
view.image = m_texture[textureSlot];
err = xglCreateImageView(device(), &view, &m_textureView[textureSlot]);
assert(!err);
}
@ -400,11 +397,11 @@ void XglRenderTest::InitTexture()
XGL_VOID *data;
XGL_INT x, y;
err = xglGetImageSubresourceInfo(m_texture, &subres,
err = xglGetImageSubresourceInfo(m_texture[textureSlot], &subres,
XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
assert(!err && layout_size == sizeof(layout));
err = xglMapMemory(m_textureMem, 0, &data);
err = xglMapMemory(m_textureMem[textureSlot], 0, &data);
assert(!err);
for (y = 0; y < tex_height; y++) {
@ -413,14 +410,49 @@ void XglRenderTest::InitTexture()
row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
}
err = xglUnmapMemory(m_textureMem);
err = xglUnmapMemory(m_textureMem[textureSlot]);
assert(!err);
}
m_textureViewInfo.view = m_textureView;
m_textureViewInfo[textureSlot].view = m_textureView[textureSlot];
}
void XglRenderTest::InitSampler()
void XglRenderTest::InitMultipleTextures(int textureCount, int* colors)
{
for (int i = 0; i < textureCount; ++i)
InitTexture(i, &colors[i]);
}
void XglRenderTest::InitMultipleSamplers(const int samplerCount)
{
XGL_RESULT err;
for (int i = 0; i < samplerCount; ++i) {
XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
samplerCreateInfo.mipLodBias = 0.0;
samplerCreateInfo.maxAnisotropy = 0.0;
samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
samplerCreateInfo.minLod = 0.0;
samplerCreateInfo.maxLod = 0.0;
samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler[i]);
ASSERT_XGL_SUCCESS(err);
}
}
void XglRenderTest::InitSampler(int samplerSlot)
{
XGL_RESULT err;
@ -439,10 +471,11 @@ void XglRenderTest::InitSampler()
samplerCreateInfo.maxLod = 0.0;
samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler[samplerSlot]);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::InitUniformBuffer(int constantCount, int constantSize,
int constantIndex, const void* data)
{
@ -721,8 +754,8 @@ void XglRenderTest::DrawTexturedTriangle(const char *vertShaderText, const char
// write the sampler and image views to the descriptor set
// ensure this matches order set in CreatePipelineSingleTextureAndSampler
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
xglAttachImageViewDescriptors( m_rsrcDescSet, 0, 1, &m_textureViewInfo );
xglAttachSamplerDescriptors(m_rsrcDescSet, 1, 1, &m_sampler);
xglAttachImageViewDescriptors( m_rsrcDescSet, 0, 1, &m_textureViewInfo[0] );
xglAttachSamplerDescriptors(m_rsrcDescSet, 1, 1, &m_sampler[0]);
xglEndDescriptorSetUpdate( m_rsrcDescSet );
// Build command buffer
@ -1528,6 +1561,109 @@ void XglRenderTest::CreatePipelineSingleTextureAndSampler(XGL_PIPELINE* pipeline
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::CreatePipelineMultipleTexturesAndSamplers(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps,
int textureCount, int samplerCount)
{
// based on CreatePipelineSingleTextureAndSampler
XGL_RESULT err;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
const int psSlots = textureCount + samplerCount;
// Create descriptor set for single texture and sampler
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = psSlots;
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// Assign the slots, note that only t0 and s0 will work as of writing this test
XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( psSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
int slotIndex = 0;
for (int i = 0; i < textureCount; ++i) {
slotInfo[slotIndex].shaderEntityIndex = i;
slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
}
for (int i = 0; i < samplerCount; ++i) {
slotInfo[slotIndex].shaderEntityIndex = i;
slotInfo[slotIndex++].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
}
vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs_stage.pNext = XGL_NULL_HANDLE;
vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
vs_stage.shader.shader = vs;
vs_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
vs_stage.shader.linkConstBufferCount = 0;
vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ps_stage.pNext = &vs_stage;
ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
ps_stage.shader.shader = ps;
ps_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
ps_stage.shader.descriptorSetMapping[0].descriptorCount = psSlots;
ps_stage.shader.linkConstBufferCount = 0;
ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO, // sType
&ps_stage, // pNext
XGL_TOPOLOGY_TRIANGLE_LIST, // XGL_PRIMITIVE_TOPOLOGY
XGL_FALSE, // disableVertexReuse
XGL_PROVOKING_VERTEX_LAST, // XGL_PROVOKING_VERTEX_CONVENTION
XGL_FALSE, // primitiveRestartEnable
0 // primitiveRestartIndex
};
XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
&ia_state,
XGL_FALSE, // depthClipEnable
XGL_FALSE, // rasterizerDiscardEnable
1.0 // pointSize
};
XGL_PIPELINE_CB_STATE cb_state = {
XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
&rs_state,
XGL_FALSE, // alphaToCoverageEnable
XGL_FALSE, // dualSourceBlendEnable
XGL_LOGIC_OP_COPY, // XGL_LOGIC_OP
{ // XGL_PIPELINE_CB_ATTACHMENT_STATE
{
XGL_FALSE, // blendEnable
m_render_target_fmt, // XGL_FORMAT
0xF // channelWriteMask
}
}
};
// TODO: Should take depth buffer format from queried formats
XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
&cb_state,
{XGL_CH_FMT_R32, XGL_NUM_FMT_DS} // XGL_FORMAT
};
info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = &db_state;
info.flags = 0;
err = xglCreateGraphicsPipeline(device(), &info, pipeline);
ASSERT_XGL_SUCCESS(err);
err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
ASSERT_XGL_SUCCESS(err);
}
void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
{
XGL_PIPELINE pipeline;
@ -1828,6 +1964,114 @@ void XglRenderTest::DrawTriangleFSUniformBlockBinding(const char *vertShaderText
}
void XglRenderTest::DrawSamplerBindingsTriangle(const char *vertShaderText, const char *fragShaderText,
int textureCount, int samplerCount)
{
// based on DrawTexturedTriangle
XGL_PIPELINE pipeline;
XGL_SHADER vs, ps;
XGL_RESULT err;
ASSERT_NO_FATAL_FAILURE(InitState());
ASSERT_NO_FATAL_FAILURE(InitViewport());
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
vertShaderText, &vs));
ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
fragShaderText, &ps));
ASSERT_NO_FATAL_FAILURE(CreatePipelineMultipleTexturesAndSamplers(&pipeline, vs, ps, textureCount, samplerCount));
/*
* Shaders are now part of the pipeline, don't need these anymore
*/
ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
// Create a few texture/sampler pairs
int textureColors[16];
assert(textureCount < 16);
textureColors[0] = 0xFF0000FF; //red
textureColors[1] = 0xFF00FF00; //green
textureColors[2] = 0xFFFF0000; //blue
ASSERT_NO_FATAL_FAILURE(InitMultipleSamplers(samplerCount));
ASSERT_NO_FATAL_FAILURE(InitMultipleTextures(textureCount, textureColors));
// Create descriptor set for a texture and sampler resources
const int slotCount = textureCount + samplerCount;
XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
descriptorInfo.slots = slotCount;
// create a descriptor set with a single slot
err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
// bind memory to the descriptor set
err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
// write the sampler and image views to the descriptor set
// ensure this matches order set in CreatePipelineSingleTextureAndSampler
xglBeginDescriptorSetUpdate( m_rsrcDescSet );
int descSlot = 0;
for (int i = 0; i < textureCount; ++i)
xglAttachImageViewDescriptors( m_rsrcDescSet, descSlot++, 1, &m_textureViewInfo[i]);
for (int i = 0; i < samplerCount; ++i)
xglAttachSamplerDescriptors(m_rsrcDescSet, descSlot++, 1, &m_sampler[i]);
xglEndDescriptorSetUpdate( m_rsrcDescSet );
// Build command buffer
err = xglBeginCommandBuffer(m_cmdBuffer, 0);
ASSERT_XGL_SUCCESS(err);
GenerateClearAndPrepareBufferCmds();
GenerateBindRenderTargetCmd();
GenerateBindStateAndPipelineCmds(&pipeline);
// xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
// xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, &m_constantBufferView );
// render the cube
xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
// prepare the back buffer for present
// XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
// transitionToPresent.image = m_image;
// transitionToPresent.oldState = m_image_state;
// transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
// transitionToPresent.subresourceRange = srRange;
// xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
// m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
// finalize recording of the command buffer
err = xglEndCommandBuffer( m_cmdBuffer );
ASSERT_XGL_SUCCESS( err );
// this command buffer only uses the vertex buffer memory
m_numMemRefs = 0;
// m_memRefs[0].flags = 0;
// m_memRefs[0].mem = m_vtxBufferMemory;
// submit the command buffer to the universal queue
err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
ASSERT_XGL_SUCCESS( err );
err = xglQueueWaitIdle( m_device->m_queue );
ASSERT_XGL_SUCCESS( err );
// Wait for work to finish before cleaning up.
xglDeviceWaitIdle(m_device->device());
RecordImage(m_renderTarget);
}
void XglRenderTest::DrawTriangleVSFSUniformBlock(const char *vertShaderText, const char *fragShaderText)
{
// this is sourced from DrawTriangleFSUniformBlock
@ -2428,6 +2672,45 @@ TEST_F(XglRenderTest, TriangleFSUniformBlockBinding)
DrawTriangleFSUniformBlockBinding(vertShaderText, fragShaderText);
}
TEST_F(XglRenderTest, SamplerBindingsTriangle)
{
// This test sets bindings on the samplers
// For this implementation, we are asserting that sampler and texture pairs
// march in lock step, and are set via GLSL binding.
// This test will result in a blue triangle
static const char *vertShaderText =
"#version 140\n"
"out vec4 samplePos;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
" vec2 positions[3];"
" positions[0] = vec2( 0.0, 0.0);\n"
" positions[1] = vec2( 1.0, 0.0);\n"
" positions[2] = vec2( 1.0, 1.0);\n"
" samplePos = vec4(positions[gl_VertexID % 3], 0.0, 0.0);\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
static const char *fragShaderText =
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"in vec4 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface0;\n"
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 2) uniform sampler2D surface2;\n"
"void main() {\n"
" gl_FragColor = textureLod(surface2, samplePos.xy, 0.0);\n"
"}\n";
int textureCount = g_TextureCount;
int samplerCount = g_SamplerCount;
DrawSamplerBindingsTriangle(vertShaderText, fragShaderText, textureCount, samplerCount);
}
int main(int argc, char **argv) {
int result;