Add-support-for-SPV_NV_mesh_shader
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56
Test/spv.meshShaderPerViewUserDefined.mesh
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56
Test/spv.meshShaderPerViewUserDefined.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 user-defined per-view attributes
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// mix of single-view and per-view attributes
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layout(location=0) out block {
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perprimitiveNV perviewNV vec4 color1[][3]; // Implicitly sized
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perprimitiveNV vec4 color2[3];
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perviewNV vec4 color3[MAX_VIEWS][3]; // Explicitly sized
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vec4 color4;
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} b[];
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// per-view block
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perviewNV layout(location=10) out perviewBlock {
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perprimitiveNV vec4 color5[]; // Implicitly sized
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perprimitiveNV vec4 color6[MAX_VIEWS][3]; // Explicitly sized
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vec4 color7[][3]; // Implicitly sized
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vec4 color8[MAX_VIEWS]; // Explicitly sized
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} b2[];
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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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b[iid].color1[viewID][2] = vec4(1.0);
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b[iid].color2[1] = vec4(2.0);
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b[iid].color3[viewID][2] = vec4(3.0);
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b[iid].color4 = vec4(4.0);
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BARRIER();
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b2[iid].color5[viewID] = vec4(5.0);
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b2[iid].color6[viewID][1] = vec4(6.0);
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b2[iid].color7[viewID][2] = vec4(7.0);
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b2[iid].color8[viewID] = vec4(8.0);
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BARRIER();
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}
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