1#version 450
2
3#define MAX_VER  81
4#define MAX_PRIM 32
5#define MAX_VIEWS gl_MaxMeshViewCountNV
6
7#define BARRIER() \
8    memoryBarrierShared(); \
9    barrier();
10
11#extension GL_NV_mesh_shader : enable
12
13layout(local_size_x = 32) in;
14
15layout(max_vertices=MAX_VER) out;
16layout(max_primitives=MAX_PRIM) out;
17layout(triangles) out;
18
19// test use of user-defined per-view attributes
20
21// mix of single-view and per-view attributes
22layout(location=0) out block {
23    perprimitiveNV perviewNV vec4 color1[][3];  // Implicitly sized
24    perprimitiveNV vec4 color2[3];
25    perviewNV vec4 color3[MAX_VIEWS][3];        // Explicitly sized
26    vec4 color4;
27} b[];
28
29// per-view block attributes
30perviewNV layout(location=10) out perviewBlock {
31    perprimitiveNV vec4 color5[];              // Implicitly sized
32    perprimitiveNV vec4 color6[MAX_VIEWS][3];  // Explicitly sized
33    vec4 color7[][3];                          // Implicitly sized
34    vec4 color8[MAX_VIEWS];                    // Explicitly sized
35} b2[];
36
37// per-view non-block attributes
38perviewNV                layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Explicit
39perviewNV perprimitiveNV layout(location=19) out vec4 nonBlk2[MAX_PRIM][];         // Explicit+Implicit
40perviewNV                layout(location=20) out vec4 nonBlk3[][MAX_VIEWS];        // Implicit+Explicit
41perviewNV perprimitiveNV layout(location=21) out vec4 nonBlk4[][];                 // Implicit+Implicit
42
43// per-view non-block array attributes
44perviewNV                layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explicit+Explicit
45perviewNV perprimitiveNV layout(location=24) out vec4 nonBlkArr2[MAX_PRIM][][2];         // Explicit+Implicit
46perviewNV                layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2];        // Implicit+Explicit
47perviewNV perprimitiveNV layout(location=28) out vec4 nonBlkArr4[][][2];                 // Implicit+Implicit
48
49void main()
50{
51    uint iid = gl_LocalInvocationID.x;
52    uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
53
54    b[iid].color1[viewID][2] = vec4(1.0);
55    b[iid].color2[1]         = vec4(2.0);
56    b[iid].color3[viewID][2] = vec4(3.0);
57    b[iid].color4            = vec4(4.0);
58
59    BARRIER();
60
61    b2[iid].color5[viewID]    = vec4(5.0);
62    b2[iid].color6[viewID][1] = vec4(6.0);
63    b2[iid].color7[viewID][2] = vec4(7.0);
64    b2[iid].color8[viewID]    = vec4(8.0);
65
66    BARRIER();
67}
68
69