//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK): -mesh -output-using-type -dx12 -profile sm_6_6 -render-features mesh-shader //TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK): -mesh -output-using-type -vk -profile sm_6_5 -render-features mesh-shader //TEST(compute, metal):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK): -mesh -output-using-type -metal -render-features mesh-shader // See https://github.com/shader-slang/slang/issues/3401 // CHECK: 0 // CHECK-NEXT: 1 // CHECK-NEXT: 4 // CHECK-NEXT: 9 //TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer RWStructuredBuffer outputBuffer; cbuffer Uniforms { float4x4 modelViewProjection; } 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")] [shader("mesh")] [numthreads(3, 1, 1)] void meshMain( in uint tig : SV_GroupIndex, OutputVertices verts, OutputIndices triangles) { const uint numVertices = 12; const uint numPrimitives = 4; SetMeshOutputCounts(numVertices, numPrimitives); for(uint i = tig; i < numVertices; ++i) { const int tri = i / 3; verts[i] = {float4(positions[i % 3], 0, 1), colors[i % 3], tri, tri*tri}; } for(uint i = tig; i < numPrimitives; ++i) { triangles[i] = i * 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; }