| #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(points) out; |
| |
| // test use of redeclared single-view builtins in mesh shaders: |
| |
| out gl_MeshPerVertexEXT { |
| vec4 gl_Position; |
| float gl_PointSize; |
| float gl_ClipDistance[4]; |
| float gl_CullDistance[4]; |
| } gl_MeshVerticesEXT[MAX_VER]; // explicitly sized to MAX_VER |
| |
| perprimitiveEXT out gl_MeshPerPrimitiveEXT { |
| int gl_PrimitiveID; |
| int gl_Layer; |
| int gl_ViewportIndex; |
| bool gl_CullPrimitiveEXT; |
| int gl_PrimitiveShadingRateEXT; |
| } gl_MeshPrimitivesEXT[]; // implicitly sized to MAX_PRIM |
| |
| out uint gl_PrimitivePointIndicesEXT[MAX_PRIM]; // explicitly sized to MAX_PRIM |
| |
| void main() |
| { |
| uint iid = gl_LocalInvocationID.x; |
| uint gid = gl_WorkGroupID.x; |
| |
| SetMeshOutputsEXT(MAX_VER, MAX_PRIM); |
| |
| 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_PrimitivePointIndicesEXT[0] = 1; |
| gl_PrimitivePointIndicesEXT[MAX_PRIM - 1] = 2; |
| } |