#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 attributes 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[]; // per-view non-block attributes perviewNV layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Explicit perviewNV perprimitiveNV layout(location=19) out vec4 nonBlk2[MAX_PRIM][]; // Explicit+Implicit perviewNV layout(location=20) out vec4 nonBlk3[][MAX_VIEWS]; // Implicit+Explicit perviewNV perprimitiveNV layout(location=21) out vec4 nonBlk4[][]; // Implicit+Implicit // per-view non-block array attributes perviewNV layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explicit+Explicit perviewNV perprimitiveNV layout(location=24) out vec4 nonBlkArr2[MAX_PRIM][][2]; // Explicit+Implicit perviewNV layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2]; // Implicit+Explicit perviewNV perprimitiveNV layout(location=28) out vec4 nonBlkArr4[][][2]; // Implicit+Implicit 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(); }