| #version 450 |
| |
| #define MAX_VIEWS gl_MaxMeshViewCountNV |
| |
| #define BARRIER() \ |
| memoryBarrierShared(); \ |
| barrier(); |
| |
| #extension GL_NV_mesh_shader : enable |
| |
| layout(local_size_x = 32) in; |
| |
| // test use of shared memory in task shaders: |
| layout(binding=0) writeonly uniform image2D uni_image; |
| uniform block0 { |
| uint uni_value; |
| }; |
| shared vec4 mem[10]; |
| |
| // test use of task memory in task shaders: |
| taskNV out Task { |
| vec2 dummy; |
| vec2 submesh[3]; |
| uint viewID; |
| } mytask; |
| |
| void main() |
| { |
| uint iid = gl_LocalInvocationID.x; |
| uint gid = gl_WorkGroupID.x; |
| uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS]; |
| |
| // 1. shared memory load and stores |
| for (uint i = 0; i < 10; ++i) { |
| mem[i] = vec4(i + uni_value); |
| } |
| imageStore(uni_image, ivec2(iid), mem[gid]); |
| imageStore(uni_image, ivec2(iid), mem[gid+1]); |
| |
| BARRIER(); |
| |
| // 2. task memory stores |
| |
| mytask.dummy = vec2(30.0, 31.0); |
| mytask.submesh[0] = vec2(32.0, 33.0); |
| mytask.submesh[1] = vec2(34.0, 35.0); |
| mytask.submesh[2] = mytask.submesh[gid%2]; |
| mytask.viewID = viewID; |
| |
| BARRIER(); |
| |
| // 3. set task count |
| gl_TaskCountNV = 3; |
| } |