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// 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<uint3, MAX_PRIMS> triangles,
OutputVertices<Vertex, MAX_VERTS> verts,
OutputPrimitives<Prim, MAX_PRIMS> 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};
}
}
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