1#version 450
2
3#define MAX_VIEWS gl_MaxMeshViewCountNV
4
5#define BARRIER() \
6    memoryBarrierShared(); \
7    barrier();
8
9#extension GL_NV_mesh_shader : enable
10
11layout(local_size_x = 32) in;
12
13// test use of shared memory in task shaders:
14layout(binding=0) writeonly uniform image2D uni_image;
15uniform block0 {
16    uint uni_value;
17};
18shared vec4 mem[10];
19
20// test use of task memory in task shaders:
21taskNV out Task {
22    vec2 dummy;
23    vec2 submesh[3];
24    uint viewID;
25} mytask;
26
27void main()
28{
29    uint iid = gl_LocalInvocationID.x;
30    uint gid = gl_WorkGroupID.x;
31    uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
32
33    // 1. shared memory load and stores
34    for (uint i = 0; i < 10; ++i) {
35        mem[i] = vec4(i + uni_value);
36    }
37    imageStore(uni_image, ivec2(iid), mem[gid]);
38    imageStore(uni_image, ivec2(iid), mem[gid+1]);
39
40    BARRIER();
41
42    // 2. task memory stores
43
44    mytask.dummy      = vec2(30.0, 31.0);
45    mytask.submesh[0] = vec2(32.0, 33.0);
46    mytask.submesh[1] = vec2(34.0, 35.0);
47    mytask.submesh[2] = mytask.submesh[gid%2];
48    mytask.viewID     = viewID;
49
50    BARRIER();
51
52    // 3. set task count
53    gl_TaskCountNV = 3;
54}
55