glslang/Test/spv.ext.meshShaderRedeclBuiltins.mesh

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#version 460
#define MAX_VER 81
#define MAX_PRIM 32
#define BARRIER() \
memoryBarrierShared(); \
barrier();
#extension GL_EXT_mesh_shader : enable
layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices=MAX_VER) out;
layout(max_primitives=MAX_PRIM) out;
layout(points) out;
// test use of redeclared single-view builtins in mesh shaders:
out gl_MeshPerVertexEXT {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[4];
float gl_CullDistance[4];
} gl_MeshVerticesEXT[MAX_VER]; // explicitly sized to MAX_VER
perprimitiveEXT out gl_MeshPerPrimitiveEXT {
int gl_PrimitiveID;
int gl_Layer;
int gl_ViewportIndex;
bool gl_CullPrimitiveEXT;
int gl_PrimitiveShadingRateEXT;
} gl_MeshPrimitivesEXT[]; // implicitly sized to MAX_PRIM
out uint gl_PrimitivePointIndicesEXT[MAX_PRIM]; // explicitly sized to MAX_PRIM
void main()
{
uint iid = gl_LocalInvocationID.x;
uint gid = gl_WorkGroupID.x;
SetMeshOutputsEXT(MAX_VER, MAX_PRIM);
gl_MeshVerticesEXT[iid].gl_Position = vec4(1.0);
gl_MeshVerticesEXT[iid].gl_PointSize = 2.0;
gl_MeshVerticesEXT[iid].gl_ClipDistance[3] = 3.0;
gl_MeshVerticesEXT[iid].gl_CullDistance[2] = 4.0;
BARRIER();
gl_MeshVerticesEXT[iid+1].gl_Position = gl_MeshVerticesEXT[iid].gl_Position;
gl_MeshVerticesEXT[iid+1].gl_PointSize = gl_MeshVerticesEXT[iid].gl_PointSize;
gl_MeshVerticesEXT[iid+1].gl_ClipDistance[3] = gl_MeshVerticesEXT[iid].gl_ClipDistance[3];
gl_MeshVerticesEXT[iid+1].gl_CullDistance[2] = gl_MeshVerticesEXT[iid].gl_CullDistance[2];
BARRIER();
gl_MeshPrimitivesEXT[iid].gl_PrimitiveID = 6;
gl_MeshPrimitivesEXT[iid].gl_Layer = 7;
gl_MeshPrimitivesEXT[iid].gl_ViewportIndex = 8;
gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT = false;
BARRIER();
gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveID = gl_MeshPrimitivesEXT[iid].gl_PrimitiveID;
gl_MeshPrimitivesEXT[iid+1].gl_Layer = gl_MeshPrimitivesEXT[iid].gl_Layer;
gl_MeshPrimitivesEXT[iid+1].gl_ViewportIndex = gl_MeshPrimitivesEXT[iid].gl_ViewportIndex;
gl_MeshPrimitivesEXT[iid+1].gl_CullPrimitiveEXT = gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT;
BARRIER();
// check bound limits
gl_PrimitivePointIndicesEXT[0] = 1;
gl_PrimitivePointIndicesEXT[MAX_PRIM - 1] = 2;
}