Merge pull request #2892 from greg-lunarg/mb
[platform/upstream/glslang.git] / Test / spv.meshShaderRedeclBuiltins.mesh
1 #version 460
2
3 #define MAX_VER  81
4 #define MAX_PRIM 32
5
6 #define BARRIER() \
7     memoryBarrierShared(); \
8     barrier();
9
10 #extension GL_NV_mesh_shader : enable
11
12 layout(local_size_x = 32) in;
13
14 layout(max_vertices=MAX_VER) out;
15 layout(max_primitives=MAX_PRIM) out;
16 layout(triangles) out;
17
18 // test use of redeclared single-view builtins in mesh shaders:
19
20 out gl_MeshPerVertexNV {
21     vec4 gl_Position;
22     float gl_PointSize;
23     float gl_ClipDistance[4];
24     float gl_CullDistance[4];
25 } gl_MeshVerticesNV[MAX_VER];                   // explicitly sized to MAX_VER
26
27 perprimitiveNV out gl_MeshPerPrimitiveNV {
28     int gl_PrimitiveID;
29     int gl_Layer;
30     int gl_ViewportIndex;
31     int gl_ViewportMask[];
32 } gl_MeshPrimitivesNV[];                        // implicitly sized to MAX_PRIM
33
34 out uint gl_PrimitiveIndicesNV[MAX_PRIM*3];     // explicitly sized to MAX_PRIM * 3
35
36 void main()
37 {
38     uint iid = gl_LocalInvocationID.x;
39     uint gid = gl_WorkGroupID.x;
40
41     gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
42     gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
43     gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
44     gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
45
46     BARRIER();
47
48     gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
49     gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
50     gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
51     gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
52
53     BARRIER();
54
55     gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
56     gl_MeshPrimitivesNV[iid].gl_Layer = 7;
57     gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
58     gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
59
60     BARRIER();
61
62     gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
63     gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
64     gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
65     gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
66
67     BARRIER();
68
69     // check bound limits
70     gl_PrimitiveIndicesNV[0] = 1;
71     gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
72     gl_PrimitiveCountNV = MAX_PRIM * 3;
73 }