This document defines the script input language for the Amber system. The format is based on the Talvos format, VkRunner format, and VkScript proposed format.
All amber scripts must start with #!amber
as the first line. Comments are specified by a # character and continue to the end of the line. Keywords are case sensitive. All names are made up of ASCII characters, and delimited by whitespace.
TODO(dneto): What characters are valid in a name?
Literal numbers are normally presented in decimal form. They are interpreted as integers or floating point depending on context: a command parameter is predefined as either integral or floating point, or the data type is user-specified (such as for buffer data).
Hex values: Whenever an integer is expected, you may use a hexadecimal number, which is the characters 0x
followed by hexadecimal digits.
The compute pipeline can only contain compute shaders. The graphics pipeline can not contain compute shaders, and must contain a vertex shader and a fragment shader.
The provided multi
shader can only be used with SPIRV-ASM
and SPIRV-HEX
and allows for providing multiple shaders in a single module (so the vertex
and fragment
shaders can be provided together.)
Note, SPIRV-ASM
and SPIRV-HEX
can also be used with each of the other shader types, but in that case must only provide a single shader type in the module.
# Creates a passthrough vertex shader. The shader passes the vec4 at input # location 0 through to the `gl_Position`. SHADER vertex <shader_name> PASSTHROUGH # Creates a shader of |shader_type| with the given |shader_name|. The shader # will be of |shader_format|. The shader should then be inlined before the # |END| tag. SHADER <shader_type> <shader_name> <shader_format> ... END
An AmberScript buffer represents a set of contiguous bits. This can be used for either image buffers or, what the target API would refer to as a buffer.
TODO(dneto): Support half-precision floating point.
Sized arrays and structures are not currently representable.
# Filling the buffer with a given set of data. The values must be # of <type> data. The data can be provided as the type or as a hex value. BUFFER <name> DATA_TYPE <type> DATA <value>+ END # Defines a buffer which is filled with data as specified by the `initializer`. BUFFER <name> DATA_TYPE <type> SIZE <size_in_items> <initializer> # Creates a buffer which will store the given `FORMAT` of data. These # buffers are used as image and depth buffers in the `PIPELINE` commands. # The buffer will be sized based on the `RENDER_SIZE` of the `PIPELINE`. BUFFER <name> FORMAT <format_string>
TODO(dsinclair): Does framebuffer need a format attached to it?
# Fill the buffer with a single value. FILL <value> # Fill the buffer with an increasing value from \<start> increasing by \<inc>. # Floating point data uses floating point addition to generate increasting # values. Likewise, integer data uses integer addition to generate increasing # values. SERIES_FROM <start> INC_BY <inc>
# The PIPELINE command creates a pipeline. This can be either compute or # graphics. Shaders are attached to the pipeline at pipeline creation time. PIPELINE <pipeline_type> <pipeline_name> ... END
The following commands are all specified within the PIPELINE
command.
# Attach the shader provided by |name_of_shader| to the pipeline and set # the entry point to be |name|. The provided shader for ATTACH must _not_ be # a 'multi' shader. ATTACH <name_of_shader> ENTRY_POINT <name> # Attach the shader provided by |name_of_shader| to the pipeline and set # the entry point to be 'main'. The provided shader for ATTACH must _not_ be # a 'multi' shader. ATTACH <name_of_shader> # Attach a 'multi' shader to the pipeline of |shader_type| and use the entry # point with |name|. The provided shader _must_ be a 'multi' shader. ATTACH <name_of_multi_shader> TYPE <shader_type> ENTRY_POINT <name>
# Set the SPIRV-Tools optimization passes to use for a given shader. The # default is to run no optimization passes. SHADER_OPTIMIZATION <shader_name> <optimization_name>+ END
# Set the size of the render buffers. |width| and |height| are integers and # default to 250x250. FRAMEBUFFER_SIZE _width_ _height_
TODO(dsinclair): Reserve input
as a buffer type for input attachments.
TODO(dsinclair): Sync the BufferTypes with the list of Vulkan Descriptor types.
A pipeline
can have buffers bound. This includes buffers to contain image attachment content, depth/stencil content, uniform buffers, etc.
# Attach |buffer_name| as an output colour attachment at location |idx|. # The provided buffer must be a `FORMAT` buffer. If no colour attachments are # provided a single attachment with format `R8G8B8A8_UINT` will be created. BIND BUFFER <buffer_name> AS color LOCATION <idx> # Attach |buffer_name| as the depth/stencil buffer. The provided buffer must # be a `FORMAT` buffer. If no depth/stencil buffer is specified a default # buffer of format `D32_SFLOAT_S8_UINT` will be created. BIND BUFFER <buffer_name> AS depth_stencil # Bind the buffer of the given |buffer_type| at the given descriptor set # and binding. The buffer will use a start index of 0. BIND BUFFER <buffer_name> AS <buffer_type> DESCRIPTOR_SET <id> \ BINDING <id> # Bind the buffer of the given |buffer_type| at the given descriptor set # and binding and index at the given value. BIND BUFFER <buffer_name> AS <buffer_type> DESCRIPTOR_SET <id> \ BINDING <id> IDX <val> # Bind the sampler at the given descriptor set and binding. BIND SAMPLER <sampler_name> DESCRIPTOR_SET <id> BINDING <id>
# Set |buffer_name| as the vertex data at location |val|. VERTEX_DATA <buffer_name> LOCATION <val> # Set |buffer_name| as the index data to use for `INDEXED` draw commands. INDEX_DATA <buffer_name>
When running a DRAW_ARRAY
command, you must attach the vertex data to the PIPELINE
with the VERTEX_DATA
command.
To run an indexed draw, attach the index data to the PIPELINE
with an INDEX_DATA
command.
For the commands which take a START_IDX
and a COUNT
they can be left off the command (although, START_IDX
is required if COUNT
is provided). The default value for START_IDX
is 0. The default value for COUNT
is the item count of vertex buffer minus the START_IDX
.
# Run the given |pipeline_name| which must be a `compute` pipeline. The # pipeline will be run with the given number of workgroups in the |x|, |y|, |z| # dimensions. Each of the x, y and z values must be a uint32. RUN <pipeline_name> <x> <y> <z> # Run the given |pipeline_name| which must be a `graphics` pipeline. The # rectangle at |x|, |y|, |width|x|height| will be rendered. RUN <pipeline_name> \ DRAW_RECT POS <x_in_pixels> <y_in_pixels> \ SIZE <width_in_pixels> <height_in_pixels> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data must be attached to the pipeline. A start index of 0 will be used # and a count of the number of elements in the vertex buffer. RUN <pipeline_name> DRAW_ARRAY AS <topology> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data must be attached to the pipeline. A start index of |value| will be used # and a count of the number of items from |value| to the end of the vertex # buffer. RUN <pipeline_name> DRAW_ARRAY AS <topology> START_IDX <value> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data must be attached to the pipeline. A start index of |value| will be used # and a count |count_value| will be used. RUN <pipeline_name> DRAW_ARRAY AS <topology> START_IDX <value> \ COUNT <count_value> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data and index data must be attached to the pipeline. The vertices will be # drawn using the given |topology|. A start index of 0 will be used and the # count will be determined by the size of the index data buffer. RUN <pipeline_name> DRAW_ARRAY INDEXED AS <topology> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data and index data must be attached to the pipeline. The vertices will be # drawn using the given |topology|. A start index of |value| will be used and # the count will be determined by the size of the index data buffer. RUN <pipeline_name> DRAW_ARRAY INDEXED AS <topology> START_IDX <value> # Run the |pipeline_name| which must be a `graphics` pipeline. The vertex # data and index data must be attached to the pipeline. The vertices will be # drawn using the given |topology|. A start index of |value| will be used and # the count of |count_value| items will be processed. RUN <pipeline_name> DRAW_ARRAY INDEXED AS <topology> \ START_IDX <value> COUNT <count_value>
# Sets the clear colour to use for |pipeline| which must be a `graphics` # pipeline. The colours are integers from 0 - 255. # TODO(dsinclair): Do we need to allow different types here to handle different # buffer formats? CLEAR_COLOR <pipeline> <r (0 - 255)> <g (0 - 255)> <b (0 - 255)> <a (0 - 255)> # Instructs the |pipeline| which must be a `graphics` pipeline to execute the # clear command. CLEAR <pipeline>
# Checks that |buffer_name| at |x|, |y| has the given |value|s when compared # with the given |comparator|. EXPECT <buffer_name> IDX <x> <y> <comparator> <value>+ # Checks that |buffer_name| at |x|, |y| has values within |tolerance| of |value| # when compared with the given |comparator|. The |tolerance| can be specified # as 1-4 float values separated by spaces. EXPECT <buffer_name> IDX <x> <y> TOLERANCE <tolerance>{1,4} <comparator> \ <value>+ # Checks that |buffer_name| at |x|, |y| for |width|x|height| pixels has the # given |r|, |g|, |b| values. Each r, g, b value is an integer from 0-255. EXPECT <buffer_name> IDX <x_in_pixels> <y_in_pixels> \ SIZE <width_in_pixels> <height_in_pixels> \ EQ_RGB <r (0 - 255)> <g (0 - 255)> <b (0 - 255)>
#!amber # Simple amber compute shader. SHADER compute kComputeShader GLSL #version 450 layout(binding = 3) buffer block { vec2 values[]; }; void main() { values[gl_WorkGroupID.x + gl_WorkGroupID.y * gl_NumWorkGroups.x] = gl_WorkGroupID.xy; } END # shader BUFFER kComputeBuffer TYPE vec2<int32> SIZE 524288 FILL 0 PIPELINE compute kComputePipeline ATTACH kComputeShader BIND BUFFER kComputeBuffer AS storage DESCRIPTOR_SET 0 BINDING 3 END # pipeline RUN kComputePipeline 256 256 1 # Four corners EXPECT kComputeBuffer IDX 0 EQ 0 0 EXPECT kComputeBuffer IDX 2040 EQ 255 0 EXPECT kComputeBuffer IDX 522240 EQ 0 255 EXPECT kComputeBuffer IDX 524280 EQ 255 255 # Center EXPECT kComputeBuffer IDX 263168 EQ 128 128
#!amber SHADER vertex kVertexShader PASSTHROUGH SHADER fragment kFragmentShader SPIRV-ASM OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 ; two entrypoints OpEntryPoint Fragment %red "red" %color OpEntryPoint Fragment %green "green" %color OpExecutionMode %red OriginUpperLeft OpExecutionMode %green OriginUpperLeft OpSource GLSL 430 OpName %red "red" OpDecorate %color Location 0 %void = OpTypeVoid %3 = OpTypeFunction %void %float = OpTypeFloat 32 %v4float = OpTypeVector %float 4 %_ptr_Output_v4float = OpTypePointer Output %v4float %color = OpVariable %_ptr_Output_v4float Output %float_1 = OpConstant %float 1 %float_0 = OpConstant %float 0 %red_color = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1 %green_color = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1 ; this entrypoint outputs a red color %red = OpFunction %void None %3 %5 = OpLabel OpStore %color %red_color OpReturn OpFunctionEnd ; this entrypoint outputs a green color %green = OpFunction %void None %3 %6 = OpLabel OpStore %color %green_color OpReturn OpFunctionEnd END # shader BUFFER kImgBuffer FORMAT R8G8B8A8_UINT PIPELINE graphics kRedPipeline ATTACH kVertexShader ENTRY_POINT main SHADER_OPTIMIZATION kVertexShader eliminate-dead-branches merge-return eliminate-dead-code-aggressive END ATTACH kFragmentShader ENTRY_POINT red FRAMEBUFFER_SIZE 256 256 BIND BUFFER kImgBuffer AS image IDX 0 END # pipeline PIPELINE graphics kGreenPipeline ATTACH kVertexShader ATTACH kFragmentShader ENTRY_POINT green FRAMEBUFFER_SIZE 256 256 BIND BUFFER kImgBuffer AS image IDX 0 END # pipeline RUN kRedPipeline DRAW_RECT POS 0 0 SIZE 256 256 RUN kGreenPipeline DRAW_RECT POS 128 128 SIZE 256 256 EXPECT kImgBuffer IDX 0 0 SIZE 127 127 EQ_RGB 255 0 0 EXPECT kImgBuffer IDX 128 128 SIZE 128 128 EQ_RGB 0 255 0
#!amber SHADER vertex kVertexShader GLSL #version 430 layout(location = 0) in vec4 position; layout(location = 1) in vec4 color_in; layout(location = 0) out vec4 color_out; void main() { gl_Position = position; color_out = color_in; } END # shader SHADER fragment kFragmentShader GLSL #version 430 layout(location = 0) in vec4 color_in; layout(location = 0) out vec4 color_out; void main() { color_out = color_in; } END # shader BUFFER kPosData TYPE vec2<int32> DATA # Top-left -1 -1 0 -1 -1 0 0 0 # Top-right 0 -1 1 -1 0 0 1 0 # Bottom-left -1 0 0 0 -1 1 0 1 # Bottom-right 0 0 1 0 0 1 1 1 END BUFFER kColorData TYPE uint32 DATA # red 0xff0000ff 0xff0000ff 0xff0000ff 0xff0000ff # green 0xff00ff00 0xff00ff00 0xff00ff00 0xff00ff00 # blue 0xffff0000 0xffff0000 0xffff0000 0xffff0000 # purple 0xff800080 0xff800080 0xff800080 0xff800080 END BUFFER kIndices TYPE int32 DATA 0 1 2 2 1 3 4 5 6 6 5 7 8 9 10 10 9 11 12 13 14 14 13 15 END PIPELINE graphics kGraphicsPipeline ATTACH kVertexShader ATTACH kFragmentShader VERTEX_DATA kPosData LOCATION 0 VERTEX_DATA kColorData LOCATION 1 INDEX_DATA kIndices END # pipeline CLEAR_COLOR kGraphicsPipeline 255 0 0 255 CLEAR kGraphicsPipeline RUN kGraphicsPipeline DRAW_ARRAY AS triangle_list START_IDX 0 COUNT 24