1#version 450 2 3#define MAX_VER 81 4#define MAX_PRIM 32 5#define MAX_VIEWS gl_MaxMeshViewCountNV 6 7#define BARRIER() \ 8 memoryBarrierShared(); \ 9 barrier(); 10 11#extension GL_NV_mesh_shader : enable 12 13layout(local_size_x = 32) in; 14 15layout(max_vertices=MAX_VER) out; 16layout(max_primitives=MAX_PRIM) out; 17layout(triangles) out; 18 19// test use of user-defined per-view attributes 20 21// mix of single-view and per-view attributes 22layout(location=0) out block { 23 perprimitiveNV perviewNV vec4 color1[][3]; // Implicitly sized 24 perprimitiveNV vec4 color2[3]; 25 perviewNV vec4 color3[MAX_VIEWS][3]; // Explicitly sized 26 vec4 color4; 27} b[]; 28 29// per-view block 30perviewNV layout(location=10) out perviewBlock { 31 perprimitiveNV vec4 color5[]; // Implicitly sized 32 perprimitiveNV vec4 color6[MAX_VIEWS][3]; // Explicitly sized 33 vec4 color7[][3]; // Implicitly sized 34 vec4 color8[MAX_VIEWS]; // Explicitly sized 35} b2[]; 36 37void main() 38{ 39 uint iid = gl_LocalInvocationID.x; 40 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS]; 41 42 b[iid].color1[viewID][2] = vec4(1.0); 43 b[iid].color2[1] = vec4(2.0); 44 b[iid].color3[viewID][2] = vec4(3.0); 45 b[iid].color4 = vec4(4.0); 46 47 BARRIER(); 48 49 b2[iid].color5[viewID] = vec4(5.0); 50 b2[iid].color6[viewID][1] = vec4(6.0); 51 b2[iid].color7[viewID][2] = vec4(7.0); 52 b2[iid].color8[viewID] = vec4(8.0); 53 54 BARRIER(); 55} 56 57