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}