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_NV_mesh_shader : enable
11
12layout(local_size_x = 32) in;
13
14layout(max_vertices=MAX_VER) out;
15layout(max_primitives=MAX_PRIM) out;
16layout(triangles) out;
17
18// test use of redeclared single-view builtins in mesh shaders:
19
20out gl_MeshPerVertexNV {
21    vec4 gl_Position;
22    float gl_PointSize;
23    float gl_ClipDistance[4];
24    float gl_CullDistance[4];
25} gl_MeshVerticesNV[MAX_VER];                   // explicitly sized to MAX_VER
26
27perprimitiveNV out gl_MeshPerPrimitiveNV {
28    int gl_PrimitiveID;
29    int gl_Layer;
30    int gl_ViewportIndex;
31    int gl_ViewportMask[];
32} gl_MeshPrimitivesNV[];                        // implicitly sized to MAX_PRIM
33
34out uint gl_PrimitiveIndicesNV[MAX_PRIM*3];     // explicitly sized to MAX_PRIM * 3
35
36void main()
37{
38    uint iid = gl_LocalInvocationID.x;
39    uint gid = gl_WorkGroupID.x;
40
41    gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
42    gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
43    gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
44    gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
45
46    BARRIER();
47
48    gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
49    gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
50    gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
51    gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
52
53    BARRIER();
54
55    gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
56    gl_MeshPrimitivesNV[iid].gl_Layer = 7;
57    gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
58    gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
59
60    BARRIER();
61
62    gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
63    gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
64    gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
65    gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
66
67    BARRIER();
68
69    // check bound limits
70    gl_PrimitiveIndicesNV[0] = 1;
71    gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
72    gl_PrimitiveCountNV = MAX_PRIM * 3;
73}
74