blob: 70a97360d7e35d252a4dfafadcdcfe61dacd3e70 [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;
uvec3 numWorkGrous = gl_NumWorkGroups;
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 = gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT;
BARRIER();
// check bound limits
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(257); // should truncate 257 -> 1, range is between [0, vertexCount-1]
gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2); // array size is primitiveCount*3 for triangle
gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1];
BARRIER();
}
// test use of builtins enabled by other extensions
#extension GL_ARB_shader_draw_parameters : enable
#extension GL_EXT_multiview : enable
void testAdditionalBuiltins()
{
int id = gl_DrawIDARB; // GL_ARB_shader_draw_parameters
int viewIdx = gl_ViewIndex; // GL_EXT_multiview
}