Skip to content

Commit

Permalink
GLSL: Implement GL_EXT_mesh_shader.
Browse files Browse the repository at this point in the history
  • Loading branch information
HansKristian-Work committed Sep 5, 2022
1 parent 6a73e68 commit 5762617
Show file tree
Hide file tree
Showing 14 changed files with 715 additions and 21 deletions.
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, lines) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
vec3 _29 = vec3(gl_GlobalInvocationID);
float _31 = _29.x;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(_31, _29.yz, 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(_31, _29.yz, 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitiveLineIndicesEXT[gl_LocalInvocationIndex] = uvec2(0u, 1u) + uvec2(gl_LocalInvocationIndex);
int _129 = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = _129;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = _129 + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = _129 + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = _129 + 3;
}
}

Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, points) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
vec3 _29 = vec3(gl_GlobalInvocationID);
float _31 = _29.x;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(_31, _29.yz, 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(_31, _29.yz, 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitivePointIndicesEXT[gl_LocalInvocationIndex] = gl_LocalInvocationIndex;
int _124 = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = _124;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = _124 + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = _124 + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = _124 + 3;
}
}

Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, triangles) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
vec3 _29 = vec3(gl_GlobalInvocationID);
float _31 = _29.x;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(_31, _29.yz, 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(_31, _29.yz, 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0u, 1u, 2u) + uvec3(gl_LocalInvocationIndex);
int _128 = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = _128;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = _128 + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = _128 + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = _128 + 3;
}
}

Original file line number Diff line number Diff line change
@@ -0,0 +1,63 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, lines) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(vec3(gl_GlobalInvocationID), 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(vec3(gl_GlobalInvocationID), 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitiveLineIndicesEXT[gl_LocalInvocationIndex] = uvec2(0u, 1u) + uvec2(gl_LocalInvocationIndex);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3;
}
}

Original file line number Diff line number Diff line change
@@ -0,0 +1,63 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, points) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(vec3(gl_GlobalInvocationID), 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(vec3(gl_GlobalInvocationID), 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitivePointIndicesEXT[gl_LocalInvocationIndex] = gl_LocalInvocationIndex;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3;
}
}

Original file line number Diff line number Diff line change
@@ -0,0 +1,63 @@
#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, triangles) out;

out gl_MeshPerVertexEXT
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[1];
float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
float a;
float b;
int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
vec4 a;
vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
vec4 a;
vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
SetMeshOutputsEXT(24u, 22u);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(vec3(gl_GlobalInvocationID), 1.0);
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
vOut[gl_LocalInvocationIndex] = vec4(vec3(gl_GlobalInvocationID), 2.0);
outputs[gl_LocalInvocationIndex].a = vec4(5.0);
outputs[gl_LocalInvocationIndex].b = vec4(6.0);
barrier();
if (gl_LocalInvocationIndex < 22u)
{
vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0u, 1u, 2u) + uvec3(gl_LocalInvocationIndex);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x);
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3;
}
}

Loading

0 comments on commit 5762617

Please sign in to comment.