SPIRV-Cross/reference/shaders-hlsl-no-opt/asm/mesh/mesh-shader-plain-builtin-outputs.spv14.asm.vk.nocompat.mesh
Hans-Kristian Arntzen b606e4f752 HLSL: Fix test for non-block per-primitive IO.
Force gl_in_out path for HLSL as well when mesh shaders are used.
2022-11-02 13:41:32 +01:00

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struct _12
{
float _m0;
};
static uint gl_LocalInvocationIndex;
struct SPIRV_Cross_Input
{
uint gl_LocalInvocationIndex : SV_GroupIndex;
};
struct gl_MeshPerVertexEXT
{
float4 B : TEXCOORD1;
float4 gl_Position : SV_Position;
};
struct gl_MeshPerPrimitiveEXT
{
float4 C : TEXCOORD3;
uint gl_PrimitiveID : SV_PrimitiveID;
uint gl_Layer : SV_RenderTargetArrayIndex;
bool gl_CullPrimitiveEXT : SV_CullPrimitive;
};
groupshared float _9[64];
void mesh_main(inout gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], _12 _11, inout uint3 gl_PrimitiveTriangleIndicesEXT[8], inout gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[8])
{
_9[gl_LocalInvocationIndex] = float(gl_LocalInvocationIndex);
GroupMemoryBarrierWithGroupSync();
SetMeshOutputCounts(24u, 8u);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.x = _9[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.y = _9[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.z = _9[gl_LocalInvocationIndex];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.w = _9[gl_LocalInvocationIndex];
float _63 = _11._m0 + _9[gl_LocalInvocationIndex ^ 1u];
gl_MeshVerticesEXT[gl_LocalInvocationIndex].B.x = _63;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].B.y = _63;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].B.z = _63;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].B.w = _63;
if (gl_LocalInvocationIndex < 8u)
{
uint _71 = gl_LocalInvocationIndex * 3u;
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uint3(_71, _71 + 1u, _71 + 2u);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_LocalInvocationIndex & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_LocalInvocationIndex);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_LocalInvocationIndex);
uint _81 = gl_LocalInvocationIndex ^ 2u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].C.x = _9[_81];
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].C.y = _9[_81];
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].C.z = _9[_81];
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].C.w = _9[_81];
}
}
[outputtopology("triangle")]
[numthreads(2, 3, 4)]
void main(SPIRV_Cross_Input stage_input, out vertices gl_MeshPerVertexEXT gl_MeshVerticesEXT[24], in payload _12 _11, out indices uint3 gl_PrimitiveTriangleIndicesEXT[8], out primitives gl_MeshPerPrimitiveEXT gl_MeshPrimitivesEXT[8])
{
gl_LocalInvocationIndex = stage_input.gl_LocalInvocationIndex;
mesh_main(gl_MeshVerticesEXT, _11, gl_PrimitiveTriangleIndicesEXT, gl_MeshPrimitivesEXT);
}