1617a3babSopenharmony_ci#version 460
2617a3babSopenharmony_ci
3617a3babSopenharmony_ci#define MAX_VER  81
4617a3babSopenharmony_ci#define MAX_PRIM 32
5617a3babSopenharmony_ci
6617a3babSopenharmony_ci#define BARRIER() \
7617a3babSopenharmony_ci    memoryBarrierShared(); \
8617a3babSopenharmony_ci    barrier();
9617a3babSopenharmony_ci
10617a3babSopenharmony_ci#extension GL_NV_mesh_shader : enable
11617a3babSopenharmony_ci
12617a3babSopenharmony_cilayout(local_size_x = 32) in;
13617a3babSopenharmony_ci
14617a3babSopenharmony_cilayout(max_vertices=MAX_VER) out;
15617a3babSopenharmony_cilayout(max_primitives=MAX_PRIM) out;
16617a3babSopenharmony_cilayout(triangles) out;
17617a3babSopenharmony_ci
18617a3babSopenharmony_ci// test use of builtins in mesh shaders:
19617a3babSopenharmony_ci
20617a3babSopenharmony_civoid main()
21617a3babSopenharmony_ci{
22617a3babSopenharmony_ci    uint iid = gl_LocalInvocationID.x;
23617a3babSopenharmony_ci    uint gid = gl_WorkGroupID.x;
24617a3babSopenharmony_ci
25617a3babSopenharmony_ci    gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
26617a3babSopenharmony_ci    gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
27617a3babSopenharmony_ci    gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
28617a3babSopenharmony_ci    gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
29617a3babSopenharmony_ci
30617a3babSopenharmony_ci    BARRIER();
31617a3babSopenharmony_ci
32617a3babSopenharmony_ci    gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
33617a3babSopenharmony_ci    gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
34617a3babSopenharmony_ci    gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
35617a3babSopenharmony_ci    gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
36617a3babSopenharmony_ci
37617a3babSopenharmony_ci    BARRIER();
38617a3babSopenharmony_ci
39617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
40617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid].gl_Layer = 7;
41617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
42617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
43617a3babSopenharmony_ci
44617a3babSopenharmony_ci    BARRIER();
45617a3babSopenharmony_ci
46617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
47617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
48617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
49617a3babSopenharmony_ci    gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
50617a3babSopenharmony_ci
51617a3babSopenharmony_ci    BARRIER();
52617a3babSopenharmony_ci
53617a3babSopenharmony_ci    // check bound limits
54617a3babSopenharmony_ci    gl_PrimitiveIndicesNV[0] = 257; // should truncate 257 -> 1
55617a3babSopenharmony_ci    gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
56617a3babSopenharmony_ci    gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1];
57617a3babSopenharmony_ci
58617a3babSopenharmony_ci    // writes 4 indices at offset gl_DrawID
59617a3babSopenharmony_ci    writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304);
60617a3babSopenharmony_ci
61617a3babSopenharmony_ci    gl_PrimitiveCountNV = MAX_PRIM * 3;
62617a3babSopenharmony_ci
63617a3babSopenharmony_ci    BARRIER();
64617a3babSopenharmony_ci}
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