diff options
| author | Yong He <yonghe@outlook.com> | 2023-02-16 13:55:32 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-16 13:55:32 -0800 |
| commit | 4c4826d47eeef4675daae4ae53ff76f4d5ebd84a (patch) | |
| tree | ed4af0ded878e4f06e9641ce61d26ffd7c89ccbc /tests/pipeline/rasterization/mesh/component-write.slang.glsl | |
| parent | eda88e513e8b1e2abc05e9dc8555f237d96472df (diff) | |
Overhaul global inst deduplication and cpp/cuda backend. (#2654)
* Overhaul global inst deduplication and cpp/cuda backend.
* Update IR documentation.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/pipeline/rasterization/mesh/component-write.slang.glsl')
| -rw-r--r-- | tests/pipeline/rasterization/mesh/component-write.slang.glsl | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/tests/pipeline/rasterization/mesh/component-write.slang.glsl b/tests/pipeline/rasterization/mesh/component-write.slang.glsl index 5234fb62f..143947504 100644 --- a/tests/pipeline/rasterization/mesh/component-write.slang.glsl +++ b/tests/pipeline/rasterization/mesh/component-write.slang.glsl @@ -2,26 +2,30 @@ #extension GL_EXT_mesh_shader : require layout(row_major) uniform; layout(row_major) buffer; -const vec3 colors_0[3] = { vec3(1.00000000000000000000, 1.00000000000000000000, 0.00000000000000000000), vec3(0.00000000000000000000, 1.00000000000000000000, 1.00000000000000000000), vec3(1.00000000000000000000, 0.00000000000000000000, 1.00000000000000000000) }; -const vec2 positions_0[3] = { vec2(0.00000000000000000000, -0.50000000000000000000), vec2(0.50000000000000000000, 0.50000000000000000000), vec2(-0.50000000000000000000, 0.50000000000000000000) }; +const vec2 positions_0[3] = { vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5) }; +const vec3 colors_0[3] = { vec3(1.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0) }; layout(location = 0) out vec3 _S1[3]; + out gl_MeshPerVertexEXT { vec4 gl_Position; } gl_MeshVerticesEXT[3]; +out uvec3 gl_PrimitiveTriangleIndicesEXT[1]; + layout(local_size_x = 3, local_size_y = 1, local_size_z = 1) in; layout(max_vertices = 3) out; layout(max_primitives = 1) out; layout(triangles) out; void main() { + SetMeshOutputsEXT(3U, 1U); if(gl_LocalInvocationIndex < 3U) { - gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(positions_0[gl_LocalInvocationIndex], 0.00000000000000000000, 1.00000000000000000000); + gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(positions_0[gl_LocalInvocationIndex], 0.0, 1.0); _S1[gl_LocalInvocationIndex] = colors_0[gl_LocalInvocationIndex]; } else @@ -34,6 +38,6 @@ void main() else { } + return; } - |
