#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; }