| #version 450 |
| #extension GL_EXT_mesh_shader : require |
| #extension GL_EXT_fragment_shading_rate : require |
| layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in; |
| layout(max_vertices = 24, max_primitives = 22, triangles) out; |
| |
| out gl_MeshPerVertexEXT |
| { |
| vec4 gl_Position; |
| float gl_PointSize; |
| float gl_ClipDistance[1]; |
| float gl_CullDistance[2]; |
| } gl_MeshVerticesEXT[]; |
| |
| struct TaskPayload |
| { |
| float a; |
| float b; |
| int c; |
| }; |
| |
| layout(location = 0) out vec4 vOut[24]; |
| layout(location = 2) out BlockOut |
| { |
| vec4 a; |
| vec4 b; |
| } outputs[24]; |
| |
| layout(location = 1) perprimitiveEXT out vec4 vPrim[22]; |
| layout(location = 4) perprimitiveEXT out BlockOutPrim |
| { |
| vec4 a; |
| vec4 b; |
| } prim_outputs[22]; |
| |
| taskPayloadSharedEXT TaskPayload payload; |
| shared float shared_float[16]; |
| |
| void main() |
| { |
| SetMeshOutputsEXT(24u, 22u); |
| gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(vec3(gl_GlobalInvocationID), 1.0); |
| gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0; |
| gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0; |
| gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0; |
| vOut[gl_LocalInvocationIndex] = vec4(vec3(gl_GlobalInvocationID), 2.0); |
| outputs[gl_LocalInvocationIndex].a = vec4(5.0); |
| outputs[gl_LocalInvocationIndex].b = vec4(6.0); |
| barrier(); |
| if (gl_LocalInvocationIndex < 22u) |
| { |
| vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0); |
| prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a); |
| prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b); |
| gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0u, 1u, 2u) + uvec3(gl_LocalInvocationIndex); |
| gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x); |
| gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1; |
| gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2; |
| gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u; |
| gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3; |
| } |
| } |
| |