#version 460 #define BARRIER() \ memoryBarrierShared(); \ barrier(); #extension GL_EXT_mesh_shader : enable layout(local_size_x = 32, local_size_y=1, local_size_z=1) in; // test use of shared memory in task shaders: layout(binding=0) writeonly uniform image2D uni_image; uniform block0 { uint uni_value; }; shared vec4 mem[10]; // test use of task memory in task shaders: struct Task { vec2 dummy; vec2 submesh[3]; }; taskPayloadSharedEXT Task mytask; void main() { uint iid = gl_LocalInvocationID.x; uint gid = gl_WorkGroupID.x; // 1. shared memory load and stores for (uint i = 0; i < 10; ++i) { mem[i] = vec4(i + uni_value); } imageStore(uni_image, ivec2(iid), mem[gid]); imageStore(uni_image, ivec2(iid), mem[gid+1]); BARRIER(); // 2. task memory stores mytask.dummy = vec2(30.0, 31.0); mytask.submesh[0] = vec2(32.0, 33.0); mytask.submesh[1] = vec2(34.0, 35.0); mytask.submesh[2] = mytask.submesh[gid%2]; BARRIER(); // 3. emit task count under uniform control flow EmitMeshTasksEXT(3U, 1U, 1U); } #extension GL_KHR_shader_subgroup_basic: enable void basic_works (void) { gl_SubgroupSize; gl_SubgroupInvocationID; subgroupBarrier(); subgroupMemoryBarrier(); subgroupMemoryBarrierBuffer(); subgroupMemoryBarrierImage(); subgroupElect(); gl_NumSubgroups; // allowed in task gl_SubgroupID; // allowed in task subgroupMemoryBarrierShared(); // allowed in task } #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); }