blob: 1b19a751e24b6623e3c1fd49895a862ab8226631 [file] [log] [blame]
#version 460
#define MAX_VER 81
#define MAX_PRIM 32
#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 single-view builtins in mesh shaders:
out gl_MeshPerVertexNV {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[4];
float gl_CullDistance[4];
} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
perprimitiveNV out gl_MeshPerPrimitiveNV {
int gl_PrimitiveID;
int gl_Layer;
int gl_ViewportIndex;
int gl_ViewportMask[];
} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
void main()
{
uint iid = gl_LocalInvocationID.x;
uint gid = gl_WorkGroupID.x;
gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
BARRIER();
gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
BARRIER();
gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
gl_MeshPrimitivesNV[iid].gl_Layer = 7;
gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
BARRIER();
gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
BARRIER();
// check bound limits
gl_PrimitiveIndicesNV[0] = 1;
gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
gl_PrimitiveCountNV = MAX_PRIM * 3;
}