- This change also allows redeclaration of gl_PrimitiveIndicesNV and adds error checks against incorrect explicit array size. - Also modifies gtests to check array bound limits and redeclare gl_PrimitiveIndicesNV[].
		
			
				
	
	
		
			65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#version 460
 | 
						|
 | 
						|
#define MAX_VER  81
 | 
						|
#define MAX_PRIM 32
 | 
						|
 | 
						|
#define BARRIER() \
 | 
						|
    memoryBarrierShared(); \
 | 
						|
    barrier();
 | 
						|
 | 
						|
#extension GL_NV_mesh_shader : enable
 | 
						|
 | 
						|
layout(local_size_x = 32) in;
 | 
						|
 | 
						|
layout(max_vertices=MAX_VER) out;
 | 
						|
layout(max_primitives=MAX_PRIM) out;
 | 
						|
layout(triangles) out;
 | 
						|
 | 
						|
// test use of builtins in mesh shaders:
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
    uint iid = gl_LocalInvocationID.x;
 | 
						|
    uint gid = gl_WorkGroupID.x;
 | 
						|
 | 
						|
    gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
 | 
						|
    gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
 | 
						|
    gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
 | 
						|
    gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
 | 
						|
 | 
						|
    BARRIER();
 | 
						|
 | 
						|
    gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
 | 
						|
    gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
 | 
						|
    gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
 | 
						|
    gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
 | 
						|
 | 
						|
    BARRIER();
 | 
						|
 | 
						|
    gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
 | 
						|
    gl_MeshPrimitivesNV[iid].gl_Layer = 7;
 | 
						|
    gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
 | 
						|
    gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
 | 
						|
 | 
						|
    BARRIER();
 | 
						|
 | 
						|
    gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
 | 
						|
    gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
 | 
						|
    gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
 | 
						|
    gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
 | 
						|
 | 
						|
    BARRIER();
 | 
						|
 | 
						|
    // check bound limits
 | 
						|
    gl_PrimitiveIndicesNV[0] = 257; // should truncate 257 -> 1
 | 
						|
    gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
 | 
						|
    gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1];
 | 
						|
 | 
						|
    // writes 4 indices at offset gl_DrawID
 | 
						|
    writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304);
 | 
						|
 | 
						|
    gl_PrimitiveCountNV = MAX_PRIM * 3;
 | 
						|
 | 
						|
    BARRIER();
 | 
						|
}
 |