You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
74 lines
2.2 KiB
74 lines
2.2 KiB
4 months ago
|
#version 460
|
||
|
|
||
|
#define MAX_VER 81
|
||
|
#define MAX_PRIM 32
|
||
|
|
||
|
#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 redeclared single-view builtins in mesh shaders:
|
||
|
|
||
|
out gl_MeshPerVertexNV {
|
||
|
vec4 gl_Position;
|
||
|
float gl_PointSize;
|
||
|
float gl_ClipDistance[4];
|
||
|
float gl_CullDistance[4];
|
||
|
} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
|
||
|
|
||
|
perprimitiveNV out gl_MeshPerPrimitiveNV {
|
||
|
int gl_PrimitiveID;
|
||
|
int gl_Layer;
|
||
|
int gl_ViewportIndex;
|
||
|
int gl_ViewportMask[];
|
||
|
} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
|
||
|
|
||
|
out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
uint iid = gl_LocalInvocationID.x;
|
||
|
uint gid = gl_WorkGroupID.x;
|
||
|
|
||
|
gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
|
||
|
gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
|
||
|
gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
|
||
|
gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
|
||
|
|
||
|
BARRIER();
|
||
|
|
||
|
gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
|
||
|
gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
|
||
|
gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
|
||
|
gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
|
||
|
|
||
|
BARRIER();
|
||
|
|
||
|
gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
|
||
|
gl_MeshPrimitivesNV[iid].gl_Layer = 7;
|
||
|
gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
|
||
|
gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
|
||
|
|
||
|
BARRIER();
|
||
|
|
||
|
gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
|
||
|
gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
|
||
|
gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
|
||
|
gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
|
||
|
|
||
|
BARRIER();
|
||
|
|
||
|
// check bound limits
|
||
|
gl_PrimitiveIndicesNV[0] = 1;
|
||
|
gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
|
||
|
gl_PrimitiveCountNV = MAX_PRIM * 3;
|
||
|
}
|