//TEST:SIMPLE(filecheck=CHECK): -entry taskMain -stage amplification -target metal //TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer uniform RWStructuredBuffer outputBuffer; cbuffer Uniforms { float4x4 modelViewProjection; } // // Task shader // struct MeshPayload { int exponent; }; // CHECK: MeshPayload_0 object_data& _slang_mesh_payload // CHECK: mesh_grid_properties _slang_mgp [numthreads(1,1,1)] void taskMain() { // CHECK: _slang_mesh_payload // CHECK: _slang_mgp.set_threadgroups_per_grid MeshPayload p; p.exponent = 3; DispatchMesh(1, 1, 1, p); } // // Mesh shader // const static float2 positions[3] = { float2(0.0, -0.5), float2(0.5, 0.5), float2(-0.5, 0.5) }; const static float3 colors[3] = { float3(1.0, 1.0, 0.0), float3(0.0, 1.0, 1.0), float3(1.0, 0.0, 1.0) }; struct Vertex { float4 pos : SV_Position; float3 color : Color; int index : Index; int value : Value; }; const static uint MAX_VERTS = 12; const static uint MAX_PRIMS = 4; [outputtopology("triangle")] [numthreads(12, 1, 1)] void meshMain( in uint tig: SV_GroupIndex, in payload MeshPayload meshPayload, // Check that we correctly generate the specific 'in payload' that HLSL // requires: // HLSL: , in payload MeshPayload OutputVertices verts, OutputIndices triangles) { const uint numVertices = 12; const uint numPrimitives = 4; SetMeshOutputCounts(numVertices, numPrimitives); if (tig < numVertices) { const int tri = tig / 3; verts[tig] = { float4(positions[tig % 3], 0, 1), colors[tig % 3], tri, int(pow(tri, meshPayload.exponent)) }; } if (tig < numPrimitives) triangles[tig] = tig * 3 + uint3(0, 1, 2); } // // Fragment Shader // struct Fragment { float4 color : SV_Target; }; Fragment fragmentMain(Vertex input) { outputBuffer[input.index] = input.value; Fragment output; output.color = float4(input.color, 1.0); return output; }