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, except in inlined shader source code, where AmberScript comments are not possible. 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.
If specific device features are required you can use the DEVICE_FEATURE
command to enable them.
DEVICE_FEATURE vertexPipelineStoresAndAtomics DEVICE_FEATURE VariablePointerFeatures.variablePointersStorageBuffer
Currently each of the items in VkPhysicalDeviceFeatures
are recognized along with:
VariablePointerFeatures.variablePointers
VariablePointerFeatures.variablePointersStorageBuffer
Float16Int8Features.shaderFloat16
Float16Int8Features.shaderInt8
Storage8BitFeatures.storageBuffer8BitAccess
Storage8BitFeatures.uniformAndStorageBuffer8BitAccess
Storage8BitFeatures.storagePushConstant8
Storage16BitFeatures.storageBuffer16BitAccess
Storage16BitFeatures.uniformAndStorageBuffer16BitAccess
Storage16BitFeatures.storagePushConstant16
Storage16BitFeatures.storageInputOutput16
Extensions can be enabled with the DEVICE_EXTENSION
and INSTANCE_EXTENSION
commands.
DEVICE_EXTENSION VK_KHR_get_physical_device_properties2
INSTANCE_EXTENSION VK_KHR_storage_buffer_storage_class
In some instances there is extra data we want to provide to an engine for configuration purposes. The SET ENGINE_DATA
command allows that for the given set of data types.
fence_timeout_ms
- value must be a single uint32 in milliseconds.SET ENGINE_DATA {engine data variable} {value}*
Each amber script contains a virtual file system that can store files of textual data. This lets you bundle multiple source files into a single, hermetic amber script file.
Virtual files are declared using the VIRTUAL_FILE
command:
VIRTUAL_FILE {path} {file-content} END
Paths must be unique.
Shaders can directly reference these virtual files for their source.
HLSL shaders that #include
other .hlsl
files will first check the virtual file system, before falling back to the standard file system.
Shader programs are declared using the SHADER
command.
Shaders can be declared as PASSTHROUGH
, with inlined source or using source from a VIRTUAL_FILE
.
Pass-through shader:
# Creates a passthrough vertex shader. The shader passes the vec4 at input # location 0 through to the `gl_Position`. SHADER vertex {shader_name} PASSTHROUGH
Shader using inlined source:
# Creates a shader of |shader_type| with the given |shader_name|. The shader # will be of |shader_format|. The shader source then follows and is terminated # with the |END| tag. SHADER {shader_type} {shader_name} {shader_format} {shader_source} END
Shader using source from VIRTUAL_FILE
:
# Creates a shader of |shader_type| with the given |shader_name|. The shader # will be of |shader_format|. The shader will use the virtual file with |path|. SHADER {shader_type} {shader_name} {shader_format} VIRTUAL_FILE {path}
{shader_name}
is used to identify the shader to attach to PIPELINE
s,
{shader_type}
and {shader_format}
are described below:
vertex
fragment
geometry
tessellation_evaluation
tessellation_control
compute
multi
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.
GLSL
(with glslang)HLSL
(with dxc or glslang if dxc disabled)SPIRV-ASM
(with spirv-as)SPIRV-HEX
(decoded straight to SPIR-V)OPENCL-C
(with clspv)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.
int8
int16
int32
int64
uint8
uint16
uint32
uint64
float16
float
double
Image Formats
listed below.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. # Buffers are STD430 by default. BUFFER {name} DATA_TYPE {type} {STD140 | STD430} DATA _value_+ END # Defines a buffer which is filled with data as specified by the `initializer`. BUFFER {name} DATA_TYPE {type} {STD140 | STD430} SIZE _size_in_items_ \ {initializer} # Deprecated # Defines a buffer with width and height and filled by data as specified by the # `initializer`. BUFFER {name} DATA_TYPE {type} {STD140 | STD430} WIDTH {w} HEIGHT {h} \ {initializer} # Defines a buffer which is filled with binary data from a file specified # by `FILE`. BUFFER {name} DATA_TYPE {type} {STD140 | STD430} SIZE _size_in_items_ \ FILE BINARY {file_name} # 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} \ [ MIP_LEVELS _mip_levels_ (default 1) ] # Load buffer data from a PNG image with file name specified by `FILE`. # The file path is relative to the script file being run. Format specified # by `FORMAT` must match the image format. BUFFER {name} FORMAT {format_string} FILE PNG {file_name.png}
An AmberScript image is a specialized buffer that specifies image-specific attributes.
DIM_1D
-- A 1-dimensional imageDIM_2D
-- A 2-dimensional imageDIM_3D
-- A 3-dimensional image# Specify an image buffer with a format. HEIGHT is necessary for DIM_2D and # DIM_3D. DEPTH is necessary for DIM_3D. IMAGE {name} FORMAT {format_string} [ MIP_LEVELS _mip_levels_ (default 1) ] \ {dimensionality} \ WIDTH {w} [ HEIGHT {h} [ DEPTH {d} ] ] \ {initializer} # Specify an image buffer with a data type. HEIGHT is necessary for DIM_2D and # DIM_3D. DEPTH is necessary for DIM_3D. IMAGE {name} DATA_TYPE {type} {dimensionality} \ WIDTH {w} [ HEIGHT {h} [ DEPTH {d} ] ] \ {intializer}
# 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 increasing # values. Likewise, integer data uses integer addition to generate increasing # values. SERIES_FROM _start_ INC_BY _inc_
# Copies all data, values and memory from |buffer_from| to |buffer_to|. # Both buffers must be declared, and of the same data type. # Buffers used as copy destination can be used only as copy destination, and as # argument to an EXPECT command. COPY {buffer_from} TO {buffer_to}
Samplers are used for sampling buffers that are bound to a pipeline as sampled image or combined image sampler.
nearest
linear
repeat
mirrored_repeat
clamp_to_edge
clamp_to_border
mirrored_clamp_to_edge
float_transparent_black
int_transparent_black
float_opaque_black
int_opaque_black
float_opaque_white
int_opaque_white
# Creates a sampler with |name|. SAMPLER {name} \ [ MAG_FILTER {filter_type} (default nearest) ] \ [ MIN_FILTER {filter_type} (default nearest) ] \ [ ADDRESS_MODE_U {address_mode} (default repeat) ] \ [ ADDRESS_MODE_V {address_mode} (default repeat) ] \ [ ADDRESS_MODE_W {address_mode} (default repeat) ] \ [ BORDER_COLOR {border_color} (default float_transparent_black) ] \ [ MIN_LOD _val_ (default 0.0) ] \ [ MAX_LOD _val_ (default 1.0) ] \ [ NORMALIZED_COORDS | UNNORMALIZED_COORDS (default NORMALIZED_COORDS) ]
Note: unnormalized coordinates will override MIN_LOD and MAX_LOD to 0.0.
Literal constant samplers defined in the OpenCL program are automatically generated and bound to the pipeline in Amber.
Note: currently the border color is always transparent black.
Note: the addressing mode is used for all coordinates currently. Arrayed images should use clamp_to_edge
for the array index.
compute
graphics
# 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 # Create a pipeline and inherit from a previously declared pipeline. DERIVE_PIPELINE {pipeline_name} FROM {parent_pipeline} ... END
The following commands are all specified within the PIPELINE
command.
# Attach the shader provided by |name_of_shader| to the pipeline with an # entry point name of |name|. The provided shader for ATTACH must _not_ be # a 'multi' shader. ATTACH {name_of_shader} \ [ ENTRY_POINT {name} (default "main") ] # 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} # Attach specialized shader. Specialization can be specified multiple times. # Specialization values must be a 32-bit type. Shader type and entry point # must be specified prior to specializing the shader. ATTACH {name_of_shader} SPECIALIZE _id_ AS uint32 _value_ ATTACH {name_of_shader} \ SPECIALIZE _id_ AS uint32 _value_ \ SPECIALIZE _id_ AS float _value_
# 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 compile options used to compile the given shader. Options are parsed # the same as on the command line. Currently, only supported for OPENCL-C shaders. COMPILE_OPTIONS {shader_name} {option}+ END
# Set the polygon mode used for all drawing with the pipeline. # |mode| is fill, line, or point and it defaults to fill. POLYGON_MODE {mode}
# Set the size of the render buffers. |width| and |height| are integers and # default to 250x250. FRAMEBUFFER_SIZE _width_ _height_
uniform
storage
TODO(dsinclair): Sync the BufferTypes with the list of Vulkan Descriptor types.
A pipeline
can have buffers or samplers bound. This includes buffers to contain image attachment content, depth/stencil content, uniform buffers, etc.
# Attach |buffer_name| as an output color attachment at location |idx|. # The provided buffer must be a `FORMAT` buffer. If no color attachments are # provided a single attachment with format `B8G8R8A8_UNORM` will be created # for graphics pipelines. The MIP level will have a base of |level|. BIND BUFFER {buffer_name} AS color LOCATION _idx_ \ [ BASE_MIP_LEVEL _level_ (default 0) ] # 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_ # 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 for graphics # pipelines. BIND BUFFER {buffer_name} AS depth_stencil # Attach |buffer_name| as the push_constant buffer. There can be only one # push constant buffer attached to a pipeline. BIND BUFFER {buffer_name} AS push_constant # Attach |buffer_name| as a storage image. The MIP level will have a base # value of |level|. BIND BUFFER {buffer_name} AS storage_image \ [ BASE_MIP_LEVEL _level_ (default 0) ] # Attach |buffer_name| as a sampled image. The MIP level will have a base # value of |level|. BIND BUFFER {buffer_name} AS sampled_image \ [ BASE_MIP_LEVEL _level_ (default 0) ] # Attach |buffer_name| as a combined image sampler. A sampler |sampler_name| # must also be specified. The MIP level will have a base value of 0. BIND BUFFER {buffer_name} AS combined_image_sampler SAMPLER {sampler_name} \ [ BASE_MIP_LEVEL _level_ (default) 0) ] # Bind the sampler at the given descriptor set and binding. BIND SAMPLER {sampler_name} DESCRIPTOR_SET _id_ BINDING _id_ # Bind OpenCL argument buffer by name. Specifying the buffer type is optional. # Amber will set the type as appropriate for the argument buffer. All uses # of the buffer must have a consistent |buffer_type| across all pipelines. BIND BUFFER {buffer_name} [ AS {buffer_type} (default computed)] \ KERNEL ARG_NAME _name_ # Bind OpenCL argument buffer by argument ordinal. Arguments use 0-based # numbering. Specifying the buffer type is optional. Amber will set the # type as appropriate for the argument buffer. All uses of the buffer # must have a consistent |buffer_type| across all pipelines. BIND BUFFER {buffer_name} [ AS {buffer_type} (default computed)] \ KERNEL ARG_NUMBER _number_ # Bind OpenCL argument sampler by argument name. BIND SAMPLER {sampler_name} KERNEL ARG_NAME _name_ # Bind OpenCL argument sampler by argument ordinal. Arguments use 0-based # numbering. BIND SAMPLER {sampler_name} KERNEL ARG_NUMBER _number_
# 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}
OpenCL kernels can have plain-old-data (pod or pod_ubo in the desriptor map) arguments set their data via this command. Amber will generate the appropriate buffers for the pipeline populated with the specified data.
# Set argument |name| to |data_type| with value |val|. SET KERNEL ARG_NAME _name_ AS {data_type} _val_ # Set argument |number| to |data_type| with value |val|. # Arguments use 0-based numbering. SET KERNEL ARG_NUMBER _number_ AS {data_type} _val_
POINT_LIST
LINE_LIST
LINE_LIST_WITH_ADJACENCY
LINE_STRIP
LINE_STRIP_WITH_ADJACENCY
TRIANGLE_LIST
TRIANGLE_LIST_WITH_ADJACENCY
TRIANGLE_STRIP
TRIANGLE_STRIP_WITH_ADJACENCY
TRIANGLE_fan
PATCH_LIST
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. Ignores VERTEX_DATA # and INDEX_DATA on the given pipeline. RUN {pipeline_name} \ DRAW_RECT POS _x_in_pixels_ _y_in_pixels_ \ SIZE _width_in_pixels_ _height_in_pixels_
# Run the given |pipeline_name| which must be a `graphics` pipeline. The # grid at |x|, |y|, |width|x|height|, |columns|x|rows| will be rendered. # Ignores VERTEX_DATA and INDEX_DATA on the given pipeline. # For columns, rows of (5, 4) a total of 5*4=20 rectangles will be drawn. RUN {pipeline_name} \ DRAW_GRID POS _x_in_pixels_ _y_in_pixels_ \ SIZE _width_in_pixels_ _height_in_pixels_ \ CELLS _columns_of_cells_ _rows_of_cells_
# 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 the count of |count_value| items # will be processed. RUN {pipeline_name} DRAW_ARRAY AS {topology} \ [ START_IDX _value_ (default 0) ] \ [ COUNT _count_value_ (default vertex_buffer size - start_idx) ]
# 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 AS {topology} INDEXED \ [ START_IDX _value_ (default 0) ] \ [ COUNT _count_value_ (default index_buffer size - start_idx) ]
# It is sometimes useful to run a given draw command multiple times. This can be # to detect deterministic rendering or other features. REPEAT {count} {command}+ END
The commands which can be used inside a REPEAT
block are:
CLEAR
CLEAR_COLOR
COPY
EXPECT
RUN
# Sets the clear color to use for |pipeline| which must be a graphics # pipeline. The colors are integers from 0 - 255. Defaults to (0, 0, 0, 0) 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}
EQ
NE
LT
LE
GT
GE
EQ_RGB
EQ_RGBA
EQ_BUFFER
RMSE_BUFFER
EQ_HISTOGRAM_EMD_BUFFER
# Checks that |buffer_name| at |x| has the given |value|s when compared # with the given |comparator|. EXPECT {buffer_name} IDX _x_ {comparator} _value_+ # Checks that |buffer_name| at |x| has values within |tolerance| of |value| # The |tolerance| can be specified as 1-4 float values separated by spaces. # The tolerances may be given as a percentage by placing a '%' symbol after # the value. If less tolerance values are provided then are needed for a given # data component the default tolerance will be applied. EXPECT {buffer_name} IDX _x_ TOLERANCE _tolerance_{1,4} EQ _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)_ # Checks that |buffer_name| at |x|, |y| for |width|x|height| pixels has the # given |r|, |g|, |b|, |a| values. Each r, g, b, a 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_RGBA _r (0 - 255)_ _g (0 - 255)_ _b (0 - 255)_ _a (0 - 255)_ # Checks that |buffer_1| contents are equal to those of |buffer_2| EXPECT {buffer_1} EQ_BUFFER {buffer_2} # Checks that the Root Mean Square Error when comparing |buffer_1| to # |buffer_2| is less than or equal to |tolerance|. Note, |tolerance| is a # unit-less number. EXPECT {buffer_1} RMSE_BUFFER {buffer_2} TOLERANCE _value_ # Checks that the Earth Mover's Distance when comparing histograms of # |buffer_1| to |buffer_2| is less than or equal to |tolerance|. # Note, |tolerance| is a unit-less number. EXPECT {buffer_1} EQ_HISTOGRAM_EMD_BUFFER {buffer_2} TOLERANCE _value_
#!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 DATA_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 color LOCATION 0 END # pipeline PIPELINE graphics kGreenPipeline ATTACH kVertexShader ATTACH kFragmentShader ENTRY_POINT green FRAMEBUFFER_SIZE 256 256 BIND BUFFER kImgBuffer AS color LOCATION 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 DATA_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 DATA_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 DATA_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
SHADER compute my_shader OPENCL-C kernel void line(const int* in, global int* out, int m, int b) { *out = *in * m + b; } END BUFFER in_buf DATA_TYPE int32 DATA 4 END BUFFER out_buf DATA_TYPE int32 DATA 0 END PIPELINE compute my_pipeline ATTACH my_shader ENTRY_POINT line COMPILE_OPTIONS -cluster-pod-kernel-args -pod-ubo -constant-args-ubo -max-ubo-size=128 END BIND BUFFER in_buf KERNEL ARG_NAME in BIND BUFFER out_buf KERNEL ARG_NAME out SET KERNEL ARG_NAME m AS int32 3 SET KERNEL ARG_NAME b AS int32 1 END RUN my_pipeline 1 1 1 EXPECT out_buf EQ IDX 0 EQ 13
A1R5G5B5_UNORM_PACK16
A2B10G10R10_SINT_PACK32
A2B10G10R10_SNORM_PACK32
A2B10G10R10_SSCALED_PACK32
A2B10G10R10_UINT_PACK32
A2B10G10R10_UNORM_PACK32
A2B10G10R10_USCALED_PACK32
A2R10G10B10_SINT_PACK32
A2R10G10B10_SNORM_PACK32
A2R10G10B10_SSCALED_PACK32
A2R10G10B10_UINT_PACK32
A2R10G10B10_UNORM_PACK32
A2R10G10B10_USCALED_PACK32
A8B8G8R8_SINT_PACK32
A8B8G8R8_SNORM_PACK32
A8B8G8R8_SRGB_PACK32
A8B8G8R8_SSCALED_PACK32
A8B8G8R8_UINT_PACK32
A8B8G8R8_UNORM_PACK32
A8B8G8R8_USCALED_PACK32
B10G11R11_UFLOAT_PACK32
B4G4R4A4_UNORM_PACK16
B5G5R5A1_UNORM_PACK16
B5G6R5_UNORM_PACK16
B8G8R8A8_SINT
B8G8R8A8_SNORM
B8G8R8A8_SRGB
B8G8R8A8_SSCALED
B8G8R8A8_UINT
B8G8R8A8_UNORM
B8G8R8A8_USCALED
B8G8R8_SINT
B8G8R8_SNORM
B8G8R8_SRGB
B8G8R8_SSCALED
B8G8R8_UINT
B8G8R8_UNORM
B8G8R8_USCALED
D16_UNORM
D16_UNORM_S8_UINT
D24_UNORM_S8_UINT
D32_SFLOAT
D32_SFLOAT_S8_UINT
R16G16B16A16_SFLOAT
R16G16B16A16_SINT
R16G16B16A16_SNORM
R16G16B16A16_SSCALED
R16G16B16A16_UINT
R16G16B16A16_UNORM
R16G16B16A16_USCALED
R16G16B16_SFLOAT
R16G16B16_SINT
R16G16B16_SNORM
R16G16B16_SSCALED
R16G16B16_UINT
R16G16B16_UNORM
R16G16B16_USCALED
R16G16_SFLOAT
R16G16_SINT
R16G16_SNORM
R16G16_SSCALED
R16G16_UINT
R16G16_UNORM
R16G16_USCALED
R16_SFLOAT
R16_SINT
R16_SNORM
R16_SSCALED
R16_UINT
R16_UNORM
R16_USCALED
R32G32B32A32_SFLOAT
R32G32B32A32_SINT
R32G32B32A32_UINT
R32G32B32_SFLOAT
R32G32B32_SINT
R32G32B32_UINT
R32G32_SFLOAT
R32G32_SINT
R32G32_UINT
R32_SFLOAT
R32_SINT
R32_UINT
R4G4B4A4_UNORM_PACK16
R4G4_UNORM_PACK8
R5G5B5A1_UNORM_PACK16
R5G6B5_UNORM_PACK16
R64G64B64A64_SFLOAT
R64G64B64A64_SINT
R64G64B64A64_UINT
R64G64B64_SFLOAT
R64G64B64_SINT
R64G64B64_UINT
R64G64_SFLOAT
R64G64_SINT
R64G64_UINT
R64_SFLOAT
R64_SINT
R64_UINT
R8G8B8A8_SINT
R8G8B8A8_SNORM
R8G8B8A8_SRGB
R8G8B8A8_SSCALED
R8G8B8A8_UINT
R8G8B8A8_UNORM
R8G8B8A8_USCALED
R8G8B8_SINT
R8G8B8_SNORM
R8G8B8_SRGB
R8G8B8_SSCALED
R8G8B8_UINT
R8G8B8_UNORM
R8G8B8_USCALED
R8G8_SINT
R8G8_SNORM
R8G8_SRGB
R8G8_SSCALED
R8G8_UINT
R8G8_UNORM
R8G8_USCALED
R8_SINT
R8_SNORM
R8_SRGB
R8_SSCALED
R8_UINT
R8_UNORM
R8_USCALED
S8_UINT
X8_D24_UNORM_PACK32