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//TEST:SIMPLE(filecheck=METAL): -entry meshMain -stage mesh -target metal
//TEST:SIMPLE(filecheck=METALLIB): -entry meshMain -stage mesh -target metallib
// METALLIB-NOT: error :
// METALLIB: @meshMain
//
// 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 MeshPayload
{
int exponent;
};
struct Vertex
{
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
int value : Value;
};
struct Primitive
{
uint prim : SV_PrimitiveID;
};
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(12, 1, 1)]
void meshMain(
in uint tig: SV_GroupIndex,
in payload MeshPayload meshPayload,
// METAL: const MeshPayload_0 object_data* meshPayload_0
OutputVertices<Vertex, MAX_VERTS> verts,
OutputIndices<uint3, MAX_PRIMS> triangles,
OutputPrimitives<Primitive, MAX_PRIMS> primitives
)
{
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)
{
// METAL: _slang_mesh.set_index({{.*}}+0,{{.*}}[0]);
// METAL: _slang_mesh.set_index({{.*}}+1,{{.*}}[1]);
// METAL: _slang_mesh.set_index({{.*}}+2,{{.*}}[2]);
triangles[tig] = tig * 3 + uint3(0, 1, 2);
// METAL: _slang_mesh.set_primitive({{.*}}
primitives[tig] = { tig };
}
}
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