#version 460 #define MAX_VER 81 #define MAX_PRIM 32 #define BARRIER() \ memoryBarrierShared(); \ barrier(); #extension GL_EXT_mesh_shader : enable #extension GL_EXT_fragment_shading_rate : 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; uvec3 numWorkGrous = gl_NumWorkGroups; 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; gl_MeshPrimitivesEXT[iid].gl_PrimitiveShadingRateEXT = 0; 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; gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveShadingRateEXT = 0; BARRIER(); // check bound limits gl_PrimitiveTriangleIndicesEXT[0] = uvec3(257); // should truncate 257 -> 1, range is between [0, vertexCount-1] gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2); // array size is primitiveCount*3 for triangle gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1]; BARRIER(); } // test use of builtins enabled by other extensions #extension GL_ARB_shader_draw_parameters : enable #extension GL_EXT_multiview : enable void testAdditionalBuiltins() { int id = gl_DrawIDARB; // GL_ARB_shader_draw_parameters int viewIdx = gl_ViewIndex; // GL_EXT_multiview }