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
		
			
				
	
	
		
			54 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#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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