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Sahil Parmar035cbbe2018-10-04 16:39:18 -07001#version 460
2
3#define MAX_VER 81
4#define MAX_PRIM 32
5
6#define BARRIER() \
7 memoryBarrierShared(); \
8 barrier();
9
10#extension GL_NV_mesh_shader : enable
11
12layout(local_size_x = 32) in;
13
14layout(max_vertices=MAX_VER) out;
15layout(max_primitives=MAX_PRIM) out;
16layout(triangles) out;
17
18// test use of redeclared single-view builtins in mesh shaders:
19
20out gl_MeshPerVertexNV {
21 vec4 gl_Position;
22 float gl_PointSize;
23 float gl_ClipDistance[4];
24 float gl_CullDistance[4];
Sahil Parmar94668502019-02-12 12:27:21 -080025} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
Sahil Parmar035cbbe2018-10-04 16:39:18 -070026
27perprimitiveNV out gl_MeshPerPrimitiveNV {
28 int gl_PrimitiveID;
29 int gl_Layer;
30 int gl_ViewportIndex;
31 int gl_ViewportMask[];
Sahil Parmar94668502019-02-12 12:27:21 -080032} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
Sahil Parmarab027be2019-02-11 15:12:13 -080033
Sahil Parmar94668502019-02-12 12:27:21 -080034out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
Sahil Parmar035cbbe2018-10-04 16:39:18 -070035
36void main()
37{
38 uint iid = gl_LocalInvocationID.x;
39 uint gid = gl_WorkGroupID.x;
40
41 gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
42 gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
43 gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
44 gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
45
46 BARRIER();
47
48 gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
49 gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
50 gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
51 gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
52
53 BARRIER();
54
55 gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
56 gl_MeshPrimitivesNV[iid].gl_Layer = 7;
57 gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
58 gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
59
60 BARRIER();
61
62 gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
63 gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
64 gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
65 gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
66
67 BARRIER();
Sahil Parmarab027be2019-02-11 15:12:13 -080068
69 // check bound limits
70 gl_PrimitiveIndicesNV[0] = 1;
71 gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
72 gl_PrimitiveCountNV = MAX_PRIM * 3;
Sahil Parmar035cbbe2018-10-04 16:39:18 -070073}