blob: e10459d7b9cd1a92ced904788e9a1403f6cc48c6 [file] [log] [blame]
#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;
}
}