5 #define MAX_VIEWS gl_MaxMeshViewCountNV
8 memoryBarrierShared(); \
11 #extension GL_NV_mesh_shader : enable
13 layout(local_size_x = 32) in;
15 layout(max_vertices=MAX_VER) out;
16 layout(max_primitives=MAX_PRIM) out;
17 layout(triangles) out;
19 // test use of user-defined per-view attributes
21 // mix of single-view and per-view attributes
22 layout(location=0) out block {
23 perprimitiveNV perviewNV vec4 color1[][3]; // Implicitly sized
24 perprimitiveNV vec4 color2[3];
25 perviewNV vec4 color3[MAX_VIEWS][3]; // Explicitly sized
29 // per-view block attributes
30 perviewNV layout(location=10) out perviewBlock {
31 perprimitiveNV vec4 color5[]; // Implicitly sized
32 perprimitiveNV vec4 color6[MAX_VIEWS][3]; // Explicitly sized
33 vec4 color7[][3]; // Implicitly sized
34 vec4 color8[MAX_VIEWS]; // Explicitly sized
37 // per-view non-block attributes
38 perviewNV layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Explicit
39 perviewNV perprimitiveNV layout(location=19) out vec4 nonBlk2[MAX_PRIM][]; // Explicit+Implicit
40 perviewNV layout(location=20) out vec4 nonBlk3[][MAX_VIEWS]; // Implicit+Explicit
41 perviewNV perprimitiveNV layout(location=21) out vec4 nonBlk4[][]; // Implicit+Implicit
43 // per-view non-block array attributes
44 perviewNV layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explicit+Explicit
45 perviewNV perprimitiveNV layout(location=24) out vec4 nonBlkArr2[MAX_PRIM][][2]; // Explicit+Implicit
46 perviewNV layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2]; // Implicit+Explicit
47 perviewNV perprimitiveNV layout(location=28) out vec4 nonBlkArr4[][][2]; // Implicit+Implicit
51 uint iid = gl_LocalInvocationID.x;
52 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
54 b[iid].color1[viewID][2] = vec4(1.0);
55 b[iid].color2[1] = vec4(2.0);
56 b[iid].color3[viewID][2] = vec4(3.0);
57 b[iid].color4 = vec4(4.0);
61 b2[iid].color5[viewID] = vec4(5.0);
62 b2[iid].color6[viewID][1] = vec4(6.0);
63 b2[iid].color7[viewID][2] = vec4(7.0);
64 b2[iid].color8[viewID] = vec4(8.0);