HLSL: Add missing reference for mesh shader test.
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@ -0,0 +1,89 @@
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struct BlockOut
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{
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float4 a;
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float4 b;
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};
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struct BlockOutPrim
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{
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float4 a;
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float4 b;
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};
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struct TaskPayload
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{
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float a;
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float b;
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int c;
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};
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static const uint3 gl_WorkGroupSize = uint3(2u, 3u, 4u);
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static uint3 gl_WorkGroupID;
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static uint3 gl_GlobalInvocationID;
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static uint gl_LocalInvocationIndex;
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struct SPIRV_Cross_Input
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{
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uint3 gl_WorkGroupID : SV_GroupID;
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uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
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uint gl_LocalInvocationIndex : SV_GroupIndex;
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};
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struct gl_MeshPerVertexEXT
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{
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float4 vOut : TEXCOORD0;
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BlockOut outputs : TEXCOORD2;
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float4 gl_Position : SV_Position;
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float4 gl_ClipDistance[1] : SV_ClipDistance;
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float4 gl_CullDistance[1] : SV_CullDistance;
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};
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struct gl_MeshPerPrimitiveEXT
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{
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float4 vPrim : TEXCOORD1;
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BlockOutPrim prim_outputs : TEXCOORD4;
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uint gl_PrimitiveID : SV_PrimitiveID;
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uint gl_Layer : SV_RenderTargetArrayIndex;
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uint gl_ViewportIndex : SV_ViewportArrayIndex;
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uint gl_PrimitiveShadingRateEXT : SV_ShadingRate;
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bool gl_CullPrimitiveEXT : SV_CullPrimitive;
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};
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groupshared float shared_float[16];
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void mesh_main(out gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], out gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[22], TaskPayload _payload, out uint2 gl_PrimitiveLineIndicesEXT[22])
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{
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SetMeshOutputCounts(24u, 22u);
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float3 _29 = float3(gl_GlobalInvocationID);
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float _31 = _29.x;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = float4(_31, _29.yz, 1.0f);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0 / 4][0 % 4] = 4.0f;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1 / 4][1 % 4] = 5.0f;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].vOut = float4(_31, _29.yz, 2.0f);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].outputs.a = 5.0f.xxxx;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].outputs.b = 6.0f.xxxx;
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GroupMemoryBarrierWithGroupSync();
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if (gl_LocalInvocationIndex < 22u)
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{
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].vPrim = float4(float3(gl_WorkGroupID), 3.0f);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].prim_outputs.a = _payload.a.xxxx;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].prim_outputs.b = _payload.b.xxxx;
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gl_PrimitiveLineIndicesEXT[gl_LocalInvocationIndex] = uint2(0u, 1u) + gl_LocalInvocationIndex.xx;
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int _126 = int(gl_GlobalInvocationID.x);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = _126;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = _126 + 1;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = _126 + 2;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = _126 + 3;
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}
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}
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[outputtopology("line")]
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[numthreads(2, 3, 4)]
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void main(SPIRV_Cross_Input stage_input, out vertices gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], out primitives gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[22], in payload TaskPayload _payload, out indices uint2 gl_PrimitiveLineIndicesEXT[22])
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{
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gl_WorkGroupID = stage_input.gl_WorkGroupID;
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gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
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gl_LocalInvocationIndex = stage_input.gl_LocalInvocationIndex;
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mesh_main(gl_MeshVerticesEXT, gl_MeshPrimitivesEXT, _payload, gl_PrimitiveLineIndicesEXT);
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}
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@ -0,0 +1,89 @@
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struct BlockOut
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{
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float4 a;
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float4 b;
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};
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struct BlockOutPrim
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{
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float4 a;
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float4 b;
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};
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struct TaskPayload
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{
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float a;
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float b;
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int c;
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};
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static const uint3 gl_WorkGroupSize = uint3(2u, 3u, 4u);
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static uint3 gl_WorkGroupID;
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static uint3 gl_GlobalInvocationID;
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static uint gl_LocalInvocationIndex;
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struct SPIRV_Cross_Input
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{
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uint3 gl_WorkGroupID : SV_GroupID;
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uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
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uint gl_LocalInvocationIndex : SV_GroupIndex;
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};
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struct gl_MeshPerVertexEXT
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{
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float4 vOut : TEXCOORD0;
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BlockOut outputs : TEXCOORD2;
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float4 gl_Position : SV_Position;
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float4 gl_ClipDistance[1] : SV_ClipDistance;
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float4 gl_CullDistance[1] : SV_CullDistance;
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};
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struct gl_MeshPerPrimitiveEXT
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{
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float4 vPrim : TEXCOORD1;
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BlockOutPrim prim_outputs : TEXCOORD4;
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uint gl_PrimitiveID : SV_PrimitiveID;
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uint gl_Layer : SV_RenderTargetArrayIndex;
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uint gl_ViewportIndex : SV_ViewportArrayIndex;
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uint gl_PrimitiveShadingRateEXT : SV_ShadingRate;
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bool gl_CullPrimitiveEXT : SV_CullPrimitive;
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};
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groupshared float shared_float[16];
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void mesh_main(out gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], out gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[22], TaskPayload _payload, out uint3 gl_PrimitiveTriangleIndicesEXT[22])
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{
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SetMeshOutputCounts(24u, 22u);
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float3 _29 = float3(gl_GlobalInvocationID);
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float _31 = _29.x;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = float4(_31, _29.yz, 1.0f);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0 / 4][0 % 4] = 4.0f;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1 / 4][1 % 4] = 5.0f;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].vOut = float4(_31, _29.yz, 2.0f);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].outputs.a = 5.0f.xxxx;
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].outputs.b = 6.0f.xxxx;
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GroupMemoryBarrierWithGroupSync();
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if (gl_LocalInvocationIndex < 22u)
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{
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].vPrim = float4(float3(gl_WorkGroupID), 3.0f);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].prim_outputs.a = _payload.a.xxxx;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].prim_outputs.b = _payload.b.xxxx;
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uint3(0u, 1u, 2u) + gl_LocalInvocationIndex.xxx;
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int _125 = int(gl_GlobalInvocationID.x);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = _125;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = _125 + 1;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = _125 + 2;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = _125 + 3;
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}
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}
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[outputtopology("triangle")]
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[numthreads(2, 3, 4)]
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void main(SPIRV_Cross_Input stage_input, out vertices gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], out primitives gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[22], in payload TaskPayload _payload, out indices uint3 gl_PrimitiveTriangleIndicesEXT[22])
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{
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gl_WorkGroupID = stage_input.gl_WorkGroupID;
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gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
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gl_LocalInvocationIndex = stage_input.gl_LocalInvocationIndex;
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mesh_main(gl_MeshVerticesEXT, gl_MeshPrimitivesEXT, _payload, gl_PrimitiveTriangleIndicesEXT);
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}
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