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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_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 builtins in mesh shaders:
19
20void main()
21{
22    uint iid = gl_LocalInvocationID.x;
23    uint gid = gl_WorkGroupID.x;
24
25    gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
26    gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
27    gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
28    gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
29
30    BARRIER();
31
32    gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
33    gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
34    gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
35    gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
36
37    BARRIER();
38
39    gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
40    gl_MeshPrimitivesNV[iid].gl_Layer = 7;
41    gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
42    gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
43
44    BARRIER();
45
46    gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
47    gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
48    gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
49    gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
50
51    BARRIER();
52
53    // should truncate 257 -> 1
54    gl_PrimitiveIndicesNV[0] = 257;
55    gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1];
56
57    // writes 4 indices at offset gl_DrawID
58    writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304);
59
60    gl_PrimitiveCountNV = MAX_PRIM * 3;
61
62    BARRIER();
63}
64