// hello.slang // Test that a simple mesh shader compiles //TEST:SIMPLE(filecheck=SPV_CHECK):-target spirv -profile glsl_450+spirv_1_4 -entry main -stage mesh -skip-spirv-validation //SPV_CHECK-NOT: SPV_NV_mesh_shader //SPV_CHECK: SPV_EXT_mesh_shader //SPV_CHECK: CullPrimitiveEXT 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; }; struct Prim { float3 triangleNormal : Normal; uint id : SV_PrimitiveID; bool cull : SV_CullPrimitive; }; 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, OutputIndices triangles, OutputVertices verts, OutputPrimitives primitives ) { const uint numVertices = 3; const uint numPrimitives = 1; SetMeshOutputCounts(numVertices, numPrimitives); if(tig < numVertices) { verts[tig] = {float4(positions[tig], 0, 1), colors[tig]}; } if(tig < numPrimitives) { triangles[tig] = uint3(0,1,2); primitives[tig] = {float3(0,0,1), tig, false}; } }