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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