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//TEST:SIMPLE(filecheck=CHECK): -entry taskMain -stage amplification -target metal
//TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer
uniform RWStructuredBuffer<float> outputBuffer;
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
//
// Task shader
//
struct MeshPayload
{
int exponent;
};
// CHECK: MeshPayload_0 object_data& _slang_mesh_payload
// CHECK: mesh_grid_properties _slang_mgp
[numthreads(1,1,1)]
void taskMain()
{
// CHECK: _slang_mesh_payload
// CHECK: _slang_mgp.set_threadgroups_per_grid
MeshPayload p;
p.exponent = 3;
DispatchMesh(1, 1, 1, p);
}
//
// 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 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")]
[numthreads(12, 1, 1)]
void meshMain(
in uint tig: SV_GroupIndex,
in payload MeshPayload meshPayload,
// Check that we correctly generate the specific 'in payload' that HLSL
// requires:
// HLSL: , in payload MeshPayload
OutputVertices<Vertex, MAX_VERTS> verts,
OutputIndices<uint3, MAX_PRIMS> triangles)
{
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)
triangles[tig] = tig * 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;
}
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