| #version 460 |
| |
| #define MAX_VER 81 |
| #define MAX_PRIM 32 |
| |
| #define BARRIER() \ |
| memoryBarrierShared(); \ |
| barrier(); |
| |
| #extension GL_NV_mesh_shader : enable |
| |
| layout(local_size_x = 32) in; |
| |
| layout(max_vertices=MAX_VER) out; |
| layout(max_primitives=MAX_PRIM) out; |
| layout(triangles) out; |
| |
| // test use of redeclared single-view builtins in mesh shaders: |
| |
| out gl_MeshPerVertexNV { |
| vec4 gl_Position; |
| float gl_PointSize; |
| float gl_ClipDistance[4]; |
| float gl_CullDistance[4]; |
| } gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER |
| |
| perprimitiveNV out gl_MeshPerPrimitiveNV { |
| int gl_PrimitiveID; |
| int gl_Layer; |
| int gl_ViewportIndex; |
| int gl_ViewportMask[]; |
| } gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM |
| |
| out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3 |
| |
| void main() |
| { |
| uint iid = gl_LocalInvocationID.x; |
| uint gid = gl_WorkGroupID.x; |
| |
| gl_MeshVerticesNV[iid].gl_Position = vec4(1.0); |
| gl_MeshVerticesNV[iid].gl_PointSize = 2.0; |
| gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0; |
| gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0; |
| |
| BARRIER(); |
| |
| gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position; |
| gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize; |
| gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3]; |
| gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2]; |
| |
| BARRIER(); |
| |
| gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6; |
| gl_MeshPrimitivesNV[iid].gl_Layer = 7; |
| gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8; |
| gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9; |
| |
| BARRIER(); |
| |
| gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID; |
| gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer; |
| gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex; |
| gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0]; |
| |
| BARRIER(); |
| |
| // check bound limits |
| gl_PrimitiveIndicesNV[0] = 1; |
| gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2; |
| gl_PrimitiveCountNV = MAX_PRIM * 3; |
| } |