// component-write.slang // This tests that writing to individual components of the output struct works //TEST:CROSS_COMPILE:-target spirv -profile glsl_450+GL_EXT_mesh_shader -entry main -stage mesh 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; }; const static uint MAX_VERTS = 3; const static uint MAX_PRIMS = 1; [outputtopology("triangle")] [numthreads(3, 1, 1)] void main( in uint tig : SV_GroupIndex, OutputVertices verts, OutputIndices triangles ) { const uint numVertices = 3; const uint numPrimitives = 1; SetMeshOutputCounts(numVertices, numPrimitives); if(tig < numVertices) { verts[tig].pos = float4(positions[tig], 0, 1); verts[tig].color = colors[tig]; } if(tig < numPrimitives) { triangles[tig] = uint3(0,1,2); } }