blob: 8ccc14e2ee0229056d6bf63265fbc607b6554717 [file] [log] [blame]
#version 460
#define MAX_VER 81
#define MAX_PRIM 32
#define BARRIER() \
memoryBarrierShared(); \
barrier();
#extension GL_EXT_mesh_shader : enable
layout(local_size_x = 32, local_size_y=1, local_size_z=1) in;
layout(max_vertices=MAX_VER) out;
layout(max_primitives=MAX_PRIM) out;
layout(triangles) out;
// test use of builtins in mesh shaders:
void main()
{
uint iid = gl_LocalInvocationID.x;
uint gid = gl_WorkGroupID.x;
uint vertexCount = MAX_VER; // vertexCount <= max_vertices
uint primitiveCount = MAX_PRIM; // primitiveCount <= max_primtives
SetMeshOutputsEXT(vertexCount, primitiveCount);
gl_MeshVerticesEXT[iid].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[iid].gl_PointSize = 2.0;
gl_MeshVerticesEXT[iid].gl_ClipDistance[3] = 3.0;
gl_MeshVerticesEXT[iid].gl_CullDistance[2] = 4.0;
BARRIER();
gl_MeshVerticesEXT[iid+1].gl_Position = gl_MeshVerticesEXT[iid].gl_Position;
gl_MeshVerticesEXT[iid+1].gl_PointSize = gl_MeshVerticesEXT[iid].gl_PointSize;
gl_MeshVerticesEXT[iid+1].gl_ClipDistance[3] = gl_MeshVerticesEXT[iid].gl_ClipDistance[3];
gl_MeshVerticesEXT[iid+1].gl_CullDistance[2] = gl_MeshVerticesEXT[iid].gl_CullDistance[2];
BARRIER();
gl_MeshPrimitivesEXT[iid].gl_PrimitiveID = 6;
gl_MeshPrimitivesEXT[iid].gl_Layer = 7;
gl_MeshPrimitivesEXT[iid].gl_ViewportIndex = 8;
gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT = false;
BARRIER();
gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveID = gl_MeshPrimitivesEXT[iid].gl_PrimitiveID;
gl_MeshPrimitivesEXT[iid+1].gl_Layer = gl_MeshPrimitivesEXT[iid].gl_Layer;
gl_MeshPrimitivesEXT[iid+1].gl_ViewportIndex = gl_MeshPrimitivesEXT[iid].gl_ViewportIndex;
gl_MeshPrimitivesEXT[iid+1].gl_CullPrimitiveEXT = false;
BARRIER();
// check bound limits
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(1, 1, 1); // range is between [0, vertexCount-1]
gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2, 2, 2); // array size is primitiveCount*3 for triangle
gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1];
BARRIER();
}
#extension GL_KHR_shader_subgroup_basic: enable
void basic_works (void)
{
gl_SubgroupSize;
gl_SubgroupInvocationID;
subgroupBarrier();
subgroupMemoryBarrier();
subgroupMemoryBarrierBuffer();
subgroupMemoryBarrierImage();
subgroupElect();
gl_NumSubgroups; // allowed in mesh
gl_SubgroupID; // allowed in mesh
subgroupMemoryBarrierShared(); // allowed in mesh
}
#extension GL_KHR_shader_subgroup_ballot: enable
void ballot_works(vec4 f4) {
gl_SubgroupEqMask;
gl_SubgroupGeMask;
gl_SubgroupGtMask;
gl_SubgroupLeMask;
gl_SubgroupLtMask;
subgroupBroadcast(f4, 0);
subgroupBroadcastFirst(f4);
uvec4 ballot = subgroupBallot(false);
subgroupInverseBallot(uvec4(0x1));
subgroupBallotBitExtract(ballot, 0);
subgroupBallotBitCount(ballot);
subgroupBallotInclusiveBitCount(ballot);
subgroupBallotExclusiveBitCount(ballot);
subgroupBallotFindLSB(ballot);
subgroupBallotFindMSB(ballot);
}
#extension GL_KHR_shader_subgroup_vote: enable
void vote_works(vec4 f4)
{
subgroupAll(true);
subgroupAny(false);
subgroupAllEqual(f4);
}
#extension GL_KHR_shader_subgroup_shuffle: enable
#extension GL_KHR_shader_subgroup_shuffle_relative: enable
void shuffle_works(vec4 f4)
{
subgroupShuffle(f4, 0);
subgroupShuffleXor(f4, 0x1);
subgroupShuffleUp(f4, 1);
subgroupShuffleDown(f4, 1);
}
#extension GL_KHR_shader_subgroup_arithmetic: enable
void arith_works(vec4 f4)
{
uvec4 ballot;
subgroupAdd(f4);
subgroupMul(f4);
subgroupMin(f4);
subgroupMax(f4);
subgroupAnd(ballot);
subgroupOr(ballot);
subgroupXor(ballot);
subgroupInclusiveAdd(f4);
subgroupInclusiveMul(f4);
subgroupInclusiveMin(f4);
subgroupInclusiveMax(f4);
subgroupInclusiveAnd(ballot);
subgroupInclusiveOr(ballot);
subgroupInclusiveXor(ballot);
subgroupExclusiveAdd(f4);
subgroupExclusiveMul(f4);
subgroupExclusiveMin(f4);
subgroupExclusiveMax(f4);
subgroupExclusiveAnd(ballot);
subgroupExclusiveOr(ballot);
subgroupExclusiveXor(ballot);
}
#extension GL_KHR_shader_subgroup_clustered: enable
void clustered_works(vec4 f4)
{
uvec4 ballot = uvec4(0x55,0,0,0);
subgroupClusteredAdd(f4, 2);
subgroupClusteredMul(f4, 2);
subgroupClusteredMin(f4, 2);
subgroupClusteredMax(f4, 2);
subgroupClusteredAnd(ballot, 2);
subgroupClusteredOr(ballot, 2);
subgroupClusteredXor(ballot, 2);
}
#extension GL_KHR_shader_subgroup_quad: enable
void quad_works(vec4 f4)
{
subgroupQuadBroadcast(f4, 0);
subgroupQuadSwapHorizontal(f4);
subgroupQuadSwapVertical(f4);
subgroupQuadSwapDiagonal(f4);
}