#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 builtins in mesh shaders: 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] = 257; // should truncate 257 -> 1 gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2; gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1]; // writes 4 indices at offset gl_DrawID writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304); gl_PrimitiveCountNV = MAX_PRIM * 3; BARRIER(); }