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// component-write.slang
// This tests that writing to individual components of the output struct works
//TEST:CROSS_COMPILE:-target spirv -profile glsl_450+GL_EXT_mesh_shader -entry main -stage mesh
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;
};
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,
OutputVertices<Vertex, MAX_VERTS> verts,
OutputIndices<uint3, MAX_PRIMS> triangles
)
{
const uint numVertices = 3;
const uint numPrimitives = 1;
SetMeshOutputCounts(numVertices, numPrimitives);
if(tig < numVertices) {
verts[tig].pos = float4(positions[tig], 0, 1);
verts[tig].color = colors[tig];
}
if(tig < numPrimitives) {
triangles[tig] = uint3(0,1,2);
}
}
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