Sahil Parmar | 035cbbe | 2018-10-04 16:39:18 -0700 | [diff] [blame] | 1 | #version 450
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| 2 |
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| 3 | #define MAX_VER 81
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| 4 | #define MAX_PRIM 32
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| 5 | #define MAX_VIEWS gl_MaxMeshViewCountNV
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| 6 |
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| 7 | #define BARRIER() \
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| 8 | memoryBarrierShared(); \
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| 9 | barrier();
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| 10 |
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| 11 | #extension GL_NV_mesh_shader : enable
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| 12 |
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| 13 | layout(local_size_x = 32) in;
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| 14 |
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| 15 | layout(max_vertices=MAX_VER) out;
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| 16 | layout(max_primitives=MAX_PRIM) out;
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| 17 | layout(triangles) out;
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| 18 |
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| 19 | // test use of redeclared per-view builtin attributes
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| 20 |
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| 21 | out gl_MeshPerVertexNV {
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| 22 | perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim
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| 23 | perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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| 24 | perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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| 25 | } gl_MeshVerticesNV[];
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| 26 |
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| 27 | perprimitiveNV out gl_MeshPerPrimitiveNV {
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| 28 | perviewNV int gl_LayerPerViewNV[]; // implicitly sized view dim
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| 29 | perviewNV int gl_ViewportMaskPerViewNV[][1]; // implicitly sized view dim
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| 30 | } gl_MeshPrimitivesNV[];
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| 31 |
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| 32 | void main()
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| 33 | {
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| 34 | uint iid = gl_LocalInvocationID.x;
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| 35 | uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
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| 36 |
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| 37 | gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0);
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| 38 | gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0;
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| 39 | gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0;
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| 40 | gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7;
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| 41 | gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
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| 42 |
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| 43 | BARRIER();
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| 44 |
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| 45 | gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
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| 46 | gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
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| 47 | gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
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| 48 | gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
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| 49 | gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
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| 50 |
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| 51 | BARRIER();
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| 52 | }
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| 53 |
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