xref: /aosp_15_r20/external/angle/third_party/glslang/src/Test/spv.ext.meshShaderBuiltinsShadingRate.mesh (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1#version 460
2
3#define MAX_VER  81
4#define MAX_PRIM 32
5
6#define BARRIER() \
7    memoryBarrierShared(); \
8    barrier();
9
10#extension GL_EXT_mesh_shader : enable
11#extension GL_EXT_fragment_shading_rate : enable
12
13layout(local_size_x = 32, local_size_y=1, local_size_z=1) in;
14
15layout(max_vertices=MAX_VER) out;
16layout(max_primitives=MAX_PRIM) out;
17layout(triangles) out;
18
19// test use of builtins in mesh shaders:
20
21void main()
22{
23    uint iid = gl_LocalInvocationID.x;
24    uint gid = gl_WorkGroupID.x;
25    uvec3 numWorkGrous = gl_NumWorkGroups;
26    uint vertexCount = MAX_VER; // vertexCount <= max_vertices
27    uint primitiveCount = MAX_PRIM; // primitiveCount <= max_primtives
28    SetMeshOutputsEXT(vertexCount, primitiveCount);
29
30    gl_MeshVerticesEXT[iid].gl_Position = vec4(1.0);
31    gl_MeshVerticesEXT[iid].gl_PointSize = 2.0;
32    gl_MeshVerticesEXT[iid].gl_ClipDistance[3] = 3.0;
33    gl_MeshVerticesEXT[iid].gl_CullDistance[2] = 4.0;
34
35    BARRIER();
36
37    gl_MeshVerticesEXT[iid+1].gl_Position = gl_MeshVerticesEXT[iid].gl_Position;
38    gl_MeshVerticesEXT[iid+1].gl_PointSize = gl_MeshVerticesEXT[iid].gl_PointSize;
39    gl_MeshVerticesEXT[iid+1].gl_ClipDistance[3] = gl_MeshVerticesEXT[iid].gl_ClipDistance[3];
40    gl_MeshVerticesEXT[iid+1].gl_CullDistance[2] = gl_MeshVerticesEXT[iid].gl_CullDistance[2];
41
42    BARRIER();
43
44    gl_MeshPrimitivesEXT[iid].gl_PrimitiveID = 6;
45    gl_MeshPrimitivesEXT[iid].gl_Layer = 7;
46    gl_MeshPrimitivesEXT[iid].gl_ViewportIndex = 8;
47    gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT = false;
48    gl_MeshPrimitivesEXT[iid].gl_PrimitiveShadingRateEXT = 0;
49
50    BARRIER();
51
52    gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveID = gl_MeshPrimitivesEXT[iid].gl_PrimitiveID;
53    gl_MeshPrimitivesEXT[iid+1].gl_Layer = gl_MeshPrimitivesEXT[iid].gl_Layer;
54    gl_MeshPrimitivesEXT[iid+1].gl_ViewportIndex = gl_MeshPrimitivesEXT[iid].gl_ViewportIndex;
55    gl_MeshPrimitivesEXT[iid+1].gl_CullPrimitiveEXT = gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT;
56    gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveShadingRateEXT = 0;
57
58    BARRIER();
59
60    // check bound limits
61    gl_PrimitiveTriangleIndicesEXT[0] = uvec3(257); // should truncate 257 -> 1, range is between [0, vertexCount-1]
62    gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2); // array size is primitiveCount*3 for triangle
63    gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1];
64
65    BARRIER();
66}
67
68// test use of builtins enabled by other extensions
69#extension GL_ARB_shader_draw_parameters : enable
70#extension GL_EXT_multiview : enable
71
72void testAdditionalBuiltins()
73{
74    int id = gl_DrawIDARB; // GL_ARB_shader_draw_parameters
75    int viewIdx = gl_ViewIndex; // GL_EXT_multiview
76
77}