Allow redeclaration of builtin interface blocks in mesh shader
Apart from allowing redeclaration of gl_MeshPerVertexNV and gl_MeshPerPrimitiveNV blocks, this change also - - Resize clip/cull perview distances based on static index use - Error out use of both single-view and per-view builtins - Add new gtests with redeclared blocks and edit existing test output - Fix couple of typos
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53
Test/spv.meshShaderRedeclPerViewBuiltins.mesh
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53
Test/spv.meshShaderRedeclPerViewBuiltins.mesh
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#version 450
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#define MAX_VER 81
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#define MAX_PRIM 32
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#define MAX_VIEWS gl_MaxMeshViewCountNV
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#define BARRIER() \
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memoryBarrierShared(); \
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barrier();
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#extension GL_NV_mesh_shader : enable
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layout(local_size_x = 32) in;
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layout(max_vertices=MAX_VER) out;
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layout(max_primitives=MAX_PRIM) out;
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layout(triangles) out;
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// test use of redeclared per-view builtin attributes
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out gl_MeshPerVertexNV {
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perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim
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perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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} gl_MeshVerticesNV[];
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perprimitiveNV out gl_MeshPerPrimitiveNV {
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perviewNV int gl_LayerPerViewNV[]; // implicitly sized view dim
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perviewNV int gl_ViewportMaskPerViewNV[][1]; // implicitly sized view dim
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} gl_MeshPrimitivesNV[];
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
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gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0);
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gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0;
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gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0;
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gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7;
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gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
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BARRIER();
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gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
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gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
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gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
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gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
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gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
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BARRIER();
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}
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