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//TEST:SIMPLE(filecheck=CHECK_SPIRV): -target spirv -entry entry_mesh
//TEST:SIMPLE(filecheck=CHECK_GLSL): -target glsl -entry entry_mesh
//TEST:SIMPLE(filecheck=CHECK_HLSL): -target hlsl -entry entry_mesh
//CHECK_SPIRV: OpEntryPoint
//CHECK_GLSL: void main()
//CHECK_HLSL: void entry_mesh
const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
interface VertexI
{
[mutating]
func set_pos(float4 v);
}
interface PrimitiveI
{
[mutating]
func set_tint(float3 v);
}
struct Vertex : VertexI
{
float4 pos : SV_Position;
[mutating]
func set_pos(float4 v) { pos = v; }
};
struct Primitive : PrimitiveI
{
[[vk::location(0)]] nointerpolation float3 tint;
[mutating]
func set_tint(float3 v) { tint = v; }
}
const static uint MAX_VERTS = 3;
const static uint MAX_PRIMS = 1;
void mesh_fn<V : VertexI, P : PrimitiveI>(
in uint tig,
OutputIndices<uint3, MAX_PRIMS> triangles,
OutputVertices<V, MAX_VERTS> verts,
OutputPrimitives<P, MAX_PRIMS> primitives)
{
const uint numVertices = 3;
const uint numPrimitives = 1;
SetMeshOutputCounts(numVertices, numPrimitives);
if (tig < numVertices) {
V v;
if (V is Vertex)
{
Vertex v2 = reinterpret<Vertex>(v);
v2.pos = float4(positions[tig], 0, 1);
v = reinterpret<V>(v2);
}
verts[tig] = v;
}
if (tig < numPrimitives) {
triangles[tig] = uint3(0, 1, 2);
primitives[tig].set_tint(float3(1, 0, 0));
}
}
[outputtopology("triangle")]
[numthreads(3, 1, 1)]
[shader("mesh")]
void entry_mesh(
in uint tig: SV_GroupIndex,
OutputIndices<uint3, MAX_PRIMS> triangles,
OutputVertices<Vertex, MAX_VERTS> verts,
OutputPrimitives<Primitive, MAX_PRIMS> primitives)
{
mesh_fn(tig, triangles, verts, primitives);
}
struct FragmentOut
{
[[vk::location(0)]] float3 color;
};
[shader("fragment")]
FragmentOut entry_fragment(in Vertex vertex, in Primitive prim)
{
FragmentOut frag_out;
frag_out.color = prim.tint;
return frag_out;
}
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