| #version 450 | |
| #define MAX_VER 81 | |
| #define MAX_PRIM 32 | |
| #define MAX_VIEWS gl_MaxMeshViewCountNV | |
| #define BARRIER() \ | |
| memoryBarrierShared(); \ | |
| barrier(); | |
| #extension GL_NV_mesh_shader : enable | |
| layout(local_size_x = 32) in; | |
| layout(max_vertices=MAX_VER) out; | |
| layout(max_primitives=MAX_PRIM) out; | |
| layout(triangles) out; | |
| // test use of redeclared per-view builtin attributes | |
| out gl_MeshPerVertexNV { | |
| perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim | |
| perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim | |
| perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim | |
| } gl_MeshVerticesNV[]; | |
| perprimitiveNV out gl_MeshPerPrimitiveNV { | |
| perviewNV int gl_LayerPerViewNV[]; // implicitly sized view dim | |
| perviewNV int gl_ViewportMaskPerViewNV[][1]; // implicitly sized view dim | |
| } gl_MeshPrimitivesNV[]; | |
| void main() | |
| { | |
| uint iid = gl_LocalInvocationID.x; | |
| uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS]; | |
| gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0); | |
| gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0; | |
| gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0; | |
| gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7; | |
| gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8; | |
| BARRIER(); | |
| gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID]; | |
| gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2]; | |
| gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3]; | |
| gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID]; | |
| gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0]; | |
| BARRIER(); | |
| } | |