| #version 450 | |
| #define MAX_VIEWS gl_MaxMeshViewCountNV | |
| #define BARRIER() \ | |
| memoryBarrierShared(); \ | |
| barrier(); | |
| #extension GL_NV_mesh_shader : enable | |
| layout(local_size_x = 32) in; | |
| // test use of shared memory in task shaders: | |
| layout(binding=0) writeonly uniform image2D uni_image; | |
| uniform block0 { | |
| uint uni_value; | |
| }; | |
| shared vec4 mem[10]; | |
| // test use of task memory in task shaders: | |
| taskNV out Task { | |
| vec2 dummy; | |
| vec2 submesh[3]; | |
| uint viewID; | |
| } mytask; | |
| void main() | |
| { | |
| uint iid = gl_LocalInvocationID.x; | |
| uint gid = gl_WorkGroupID.x; | |
| uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS]; | |
| // 1. shared memory load and stores | |
| for (uint i = 0; i < 10; ++i) { | |
| mem[i] = vec4(i + uni_value); | |
| } | |
| imageStore(uni_image, ivec2(iid), mem[gid]); | |
| imageStore(uni_image, ivec2(iid), mem[gid+1]); | |
| BARRIER(); | |
| // 2. task memory stores | |
| mytask.dummy = vec2(30.0, 31.0); | |
| mytask.submesh[0] = vec2(32.0, 33.0); | |
| mytask.submesh[1] = vec2(34.0, 35.0); | |
| mytask.submesh[2] = mytask.submesh[gid%2]; | |
| mytask.viewID = viewID; | |
| BARRIER(); | |
| // 3. set task count | |
| gl_TaskCountNV = 3; | |
| } |