Merge pull request #2976 from jeremy-lunarg/hayes-fix-2975
[platform/upstream/glslang.git] / Test / spv.meshShaderRedeclPerViewBuiltins.mesh
1 #version 450\r
2 \r
3 #define MAX_VER  81\r
4 #define MAX_PRIM 32\r
5 #define MAX_VIEWS gl_MaxMeshViewCountNV\r
6 \r
7 #define BARRIER() \\r
8     memoryBarrierShared(); \\r
9     barrier();\r
10 \r
11 #extension GL_NV_mesh_shader : enable\r
12 \r
13 layout(local_size_x = 32) in;\r
14 \r
15 layout(max_vertices=MAX_VER) out;\r
16 layout(max_primitives=MAX_PRIM) out;\r
17 layout(triangles) out;\r
18 \r
19 // test use of redeclared per-view builtin attributes\r
20 \r
21 out gl_MeshPerVertexNV {\r
22     perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS];         // explicitly sized view dim\r
23     perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim\r
24     perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim\r
25 } gl_MeshVerticesNV[];\r
26 \r
27 perprimitiveNV out gl_MeshPerPrimitiveNV {\r
28     perviewNV int gl_LayerPerViewNV[];                      // implicitly sized view dim\r
29     perviewNV int gl_ViewportMaskPerViewNV[][1];            // implicitly sized view dim\r
30 } gl_MeshPrimitivesNV[];\r
31 \r
32 void main()\r
33 {\r
34     uint iid = gl_LocalInvocationID.x;\r
35     uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];\r
36 \r
37     gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID]          = vec4(1.0, 2.0, 3.0, 4.0);\r
38     gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2]   = 5.0;\r
39     gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3]   = 6.0;\r
40     gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID]           = 7;\r
41     gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;\r
42 \r
43     BARRIER();\r
44 \r
45     gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID]          = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];\r
46     gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2]   = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];\r
47     gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3]   = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];\r
48     gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID]           = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];\r
49     gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];\r
50 \r
51     BARRIER();\r
52 }\r
53 \r