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1#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_EXT_mesh_shader : enable
11
12layout(local_size_x = 32, local_size_y=1, local_size_z=1) in;
13
14layout(max_vertices=MAX_VER) out;
15layout(max_primitives=MAX_PRIM) out;
16layout(triangles) out;
17
18// test use of builtins in mesh shaders:
19
20void main()
21{
22    uint iid = gl_LocalInvocationID.x;
23    uint gid = gl_WorkGroupID.x;
24    uvec3 numWorkGrous = gl_NumWorkGroups;
25    uint vertexCount = MAX_VER; // vertexCount <= max_vertices
26    uint primitiveCount = MAX_PRIM; // primitiveCount <= max_primtives
27    SetMeshOutputsEXT(vertexCount, primitiveCount);
28
29    gl_MeshVerticesEXT[iid].gl_Position = vec4(1.0);
30    gl_MeshVerticesEXT[iid].gl_PointSize = 2.0;
31    gl_MeshVerticesEXT[iid].gl_ClipDistance[3] = 3.0;
32    gl_MeshVerticesEXT[iid].gl_CullDistance[2] = 4.0;
33
34    BARRIER();
35
36    gl_MeshVerticesEXT[iid+1].gl_Position = gl_MeshVerticesEXT[iid].gl_Position;
37    gl_MeshVerticesEXT[iid+1].gl_PointSize = gl_MeshVerticesEXT[iid].gl_PointSize;
38    gl_MeshVerticesEXT[iid+1].gl_ClipDistance[3] = gl_MeshVerticesEXT[iid].gl_ClipDistance[3];
39    gl_MeshVerticesEXT[iid+1].gl_CullDistance[2] = gl_MeshVerticesEXT[iid].gl_CullDistance[2];
40
41    BARRIER();
42
43    gl_MeshPrimitivesEXT[iid].gl_PrimitiveID = 6;
44    gl_MeshPrimitivesEXT[iid].gl_Layer = 7;
45    gl_MeshPrimitivesEXT[iid].gl_ViewportIndex = 8;
46    gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT = false;
47
48    BARRIER();
49
50    gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveID = gl_MeshPrimitivesEXT[iid].gl_PrimitiveID;
51    gl_MeshPrimitivesEXT[iid+1].gl_Layer = gl_MeshPrimitivesEXT[iid].gl_Layer;
52    gl_MeshPrimitivesEXT[iid+1].gl_ViewportIndex = gl_MeshPrimitivesEXT[iid].gl_ViewportIndex;
53    gl_MeshPrimitivesEXT[iid+1].gl_CullPrimitiveEXT = gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT;
54
55    BARRIER();
56
57    // check bound limits
58    gl_PrimitiveTriangleIndicesEXT[0] = uvec3(257); // should truncate 257 -> 1, range is between [0, vertexCount-1]
59    gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2); // array size is primitiveCount*3 for triangle
60    gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1];
61
62    BARRIER();
63}
64
65// test use of builtins enabled by other extensions
66#extension GL_ARB_shader_draw_parameters : enable
67#extension GL_EXT_multiview : enable
68
69void testAdditionalBuiltins()
70{
71    int id = gl_DrawIDARB; // GL_ARB_shader_draw_parameters
72    int viewIdx = gl_ViewIndex; // GL_EXT_multiview
73
74}