glslang/Test/spv.meshShaderPerViewUserDefined.mesh
2018-09-19 13:07:43 -07:00

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#version 450
#define MAX_VER 81
#define MAX_PRIM 32
#define MAX_VIEWS gl_MaxMeshViewCountNV
#define BARRIER() \
memoryBarrierShared(); \
barrier();
#extension GL_NV_mesh_shader : enable
layout(local_size_x = 32) in;
layout(max_vertices=MAX_VER) out;
layout(max_primitives=MAX_PRIM) out;
layout(triangles) out;
// test use of user-defined per-view attributes
// mix of single-view and per-view attributes
layout(location=0) out block {
perprimitiveNV perviewNV vec4 color1[][3]; // Implicitly sized
perprimitiveNV vec4 color2[3];
perviewNV vec4 color3[MAX_VIEWS][3]; // Explicitly sized
vec4 color4;
} b[];
// per-view block
perviewNV layout(location=10) out perviewBlock {
perprimitiveNV vec4 color5[]; // Implicitly sized
perprimitiveNV vec4 color6[MAX_VIEWS][3]; // Explicitly sized
vec4 color7[][3]; // Implicitly sized
vec4 color8[MAX_VIEWS]; // Explicitly sized
} b2[];
void main()
{
uint iid = gl_LocalInvocationID.x;
uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
b[iid].color1[viewID][2] = vec4(1.0);
b[iid].color2[1] = vec4(2.0);
b[iid].color3[viewID][2] = vec4(3.0);
b[iid].color4 = vec4(4.0);
BARRIER();
b2[iid].color5[viewID] = vec4(5.0);
b2[iid].color6[viewID][1] = vec4(6.0);
b2[iid].color7[viewID][2] = vec4(7.0);
b2[iid].color8[viewID] = vec4(8.0);
BARRIER();
}