#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(points) out; // test use of redeclared single-view builtins in mesh shaders: out gl_MeshPerVertexEXT { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[4]; float gl_CullDistance[4]; } gl_MeshVerticesEXT[MAX_VER]; // explicitly sized to MAX_VER perprimitiveEXT out gl_MeshPerPrimitiveEXT { int gl_PrimitiveID; int gl_Layer; int gl_ViewportIndex; bool gl_CullPrimitiveEXT; int gl_PrimitiveShadingRateEXT; } gl_MeshPrimitivesEXT[]; // implicitly sized to MAX_PRIM out uint gl_PrimitivePointIndicesEXT[MAX_PRIM]; // explicitly sized to MAX_PRIM void main() { uint iid = gl_LocalInvocationID.x; uint gid = gl_WorkGroupID.x; SetMeshOutputsEXT(MAX_VER, MAX_PRIM); 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 = gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT; BARRIER(); // check bound limits gl_PrimitivePointIndicesEXT[0] = 1; gl_PrimitivePointIndicesEXT[MAX_PRIM - 1] = 2; }