Add-support-for-SPV_NV_mesh_shader
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63
Test/spv.meshShaderBuiltins.mesh
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63
Test/spv.meshShaderBuiltins.mesh
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#version 460
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#define MAX_VER 81
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#define MAX_PRIM 32
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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 builtins in mesh shaders:
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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uint gid = gl_WorkGroupID.x;
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gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
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gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
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gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
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gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
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BARRIER();
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gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
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gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
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gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
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gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
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BARRIER();
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gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
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gl_MeshPrimitivesNV[iid].gl_Layer = 7;
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gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
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gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
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BARRIER();
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gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
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gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
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gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
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gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
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BARRIER();
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// should truncate 257 -> 1
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gl_PrimitiveIndicesNV[0] = 257;
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gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1];
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// writes 4 indices at offset gl_DrawID
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writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304);
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gl_PrimitiveCountNV = MAX_PRIM * 3;
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BARRIER();
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}
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