spv.meshShaderPerViewBuiltins.mesh 1.5 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243
  1. #version 450
  2. #define MAX_VER 81
  3. #define MAX_PRIM 32
  4. #define MAX_VIEWS gl_MaxMeshViewCountNV
  5. #define BARRIER() \
  6. memoryBarrierShared(); \
  7. barrier();
  8. #extension GL_NV_mesh_shader : enable
  9. layout(local_size_x = 32) in;
  10. layout(max_vertices=MAX_VER) out;
  11. layout(max_primitives=MAX_PRIM) out;
  12. layout(triangles) out;
  13. // test use of per-view builtin attributes
  14. void main()
  15. {
  16. uint iid = gl_LocalInvocationID.x;
  17. uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
  18. gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0);
  19. gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0;
  20. gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0;
  21. gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7;
  22. gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
  23. BARRIER();
  24. gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
  25. gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
  26. gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
  27. gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
  28. gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
  29. BARRIER();
  30. }