#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(triangles) out; // test use of builtins in mesh shaders: void main() { uint iid = gl_LocalInvocationID.x; uint gid = gl_WorkGroupID.x; uint vertexCount = MAX_VER; // vertexCount <= max_vertices uint primitiveCount = MAX_PRIM; // primitiveCount <= max_primtives SetMeshOutputsEXT(vertexCount, primitiveCount); 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 = false; BARRIER(); // check bound limits gl_PrimitiveTriangleIndicesEXT[0] = uvec3(1, 1, 1); // range is between [0, vertexCount-1] gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2, 2, 2); // array size is primitiveCount*3 for triangle gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1]; BARRIER(); } #extension GL_KHR_shader_subgroup_basic: enable void basic_works (void) { gl_SubgroupSize; gl_SubgroupInvocationID; subgroupBarrier(); subgroupMemoryBarrier(); subgroupMemoryBarrierBuffer(); subgroupMemoryBarrierImage(); subgroupElect(); gl_NumSubgroups; // allowed in mesh gl_SubgroupID; // allowed in mesh subgroupMemoryBarrierShared(); // allowed in mesh } #extension GL_KHR_shader_subgroup_ballot: enable void ballot_works(vec4 f4) { gl_SubgroupEqMask; gl_SubgroupGeMask; gl_SubgroupGtMask; gl_SubgroupLeMask; gl_SubgroupLtMask; subgroupBroadcast(f4, 0); subgroupBroadcastFirst(f4); uvec4 ballot = subgroupBallot(false); subgroupInverseBallot(uvec4(0x1)); subgroupBallotBitExtract(ballot, 0); subgroupBallotBitCount(ballot); subgroupBallotInclusiveBitCount(ballot); subgroupBallotExclusiveBitCount(ballot); subgroupBallotFindLSB(ballot); subgroupBallotFindMSB(ballot); } #extension GL_KHR_shader_subgroup_vote: enable void vote_works(vec4 f4) { subgroupAll(true); subgroupAny(false); subgroupAllEqual(f4); } #extension GL_KHR_shader_subgroup_shuffle: enable #extension GL_KHR_shader_subgroup_shuffle_relative: enable void shuffle_works(vec4 f4) { subgroupShuffle(f4, 0); subgroupShuffleXor(f4, 0x1); subgroupShuffleUp(f4, 1); subgroupShuffleDown(f4, 1); } #extension GL_KHR_shader_subgroup_arithmetic: enable void arith_works(vec4 f4) { uvec4 ballot; subgroupAdd(f4); subgroupMul(f4); subgroupMin(f4); subgroupMax(f4); subgroupAnd(ballot); subgroupOr(ballot); subgroupXor(ballot); subgroupInclusiveAdd(f4); subgroupInclusiveMul(f4); subgroupInclusiveMin(f4); subgroupInclusiveMax(f4); subgroupInclusiveAnd(ballot); subgroupInclusiveOr(ballot); subgroupInclusiveXor(ballot); subgroupExclusiveAdd(f4); subgroupExclusiveMul(f4); subgroupExclusiveMin(f4); subgroupExclusiveMax(f4); subgroupExclusiveAnd(ballot); subgroupExclusiveOr(ballot); subgroupExclusiveXor(ballot); } #extension GL_KHR_shader_subgroup_clustered: enable void clustered_works(vec4 f4) { uvec4 ballot = uvec4(0x55,0,0,0); subgroupClusteredAdd(f4, 2); subgroupClusteredMul(f4, 2); subgroupClusteredMin(f4, 2); subgroupClusteredMax(f4, 2); subgroupClusteredAnd(ballot, 2); subgroupClusteredOr(ballot, 2); subgroupClusteredXor(ballot, 2); } #extension GL_KHR_shader_subgroup_quad: enable void quad_works(vec4 f4) { subgroupQuadBroadcast(f4, 0); subgroupQuadSwapHorizontal(f4); subgroupQuadSwapVertical(f4); subgroupQuadSwapDiagonal(f4); }