One stop solution for all Vulkan samples
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#version 450
/* Copyright (c) 2023, Holochip Corporation
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#extension GL_EXT_mesh_shader: require
#extension GL_GOOGLE_include_directive: require
#include "mesh_shader_culling/mesh_shader_shared.h"
layout(local_size_x = numMeshInvocationsX, local_size_y = numMeshInvocationsY, local_size_z = 1) in;
// we'll emit 4 vertices on 2 primitives per mesh shader invocation
layout(triangles, max_vertices = 4 * numMeshInvocationsX * numMeshInvocationsY, max_primitives = 2 * numMeshInvocationsX * numMeshInvocationsY) out;
taskPayloadSharedEXT SharedData sharedData;
// Example of a default output layout and location format:
layout (location=3) out vec3 outColor[];
void main()
{
if ( gl_LocalInvocationIndex == 0 )
{
// set the number of vertices and primitives to put out just once for the complete workgroup
SetMeshOutputsEXT( 4 * numMeshInvocationsX * numMeshInvocationsY, 2 * numMeshInvocationsX * numMeshInvocationsY);
}
// determine 4 vertices by combining some global position and offset, as well as some local offset and size
vec2 globalOffset = sharedData.offsets[gl_WorkGroupID.x];
vec2 localSize = sharedData.size / gl_WorkGroupSize.xy;
vec2 localOffset = gl_LocalInvocationID.xy * localSize;
vec2 v0 = sharedData.position + globalOffset + localOffset;
vec2 v1 = v0 + vec2( localSize.x, 0.0f );
vec2 v2 = v0 + localSize;
vec2 v3 = v0 + vec2( 0.0f, localSize.y );
uint vertexBaseIndex = 4 * gl_LocalInvocationIndex;
gl_MeshVerticesEXT[vertexBaseIndex + 0].gl_Position = vec4( v0, 0.0f, 1.0f );
gl_MeshVerticesEXT[vertexBaseIndex + 1].gl_Position = vec4( v1, 0.0f, 1.0f );
gl_MeshVerticesEXT[vertexBaseIndex + 2].gl_Position = vec4( v2, 0.0f, 1.0f );
gl_MeshVerticesEXT[vertexBaseIndex + 3].gl_Position = vec4( v3, 0.0f, 1.0f );
uint primitiveBaseIndex = 2 * gl_LocalInvocationIndex;
gl_PrimitiveTriangleIndicesEXT[primitiveBaseIndex + 0] = uvec3( vertexBaseIndex + 0, vertexBaseIndex + 1, vertexBaseIndex + 2 );
gl_PrimitiveTriangleIndicesEXT[primitiveBaseIndex + 1] = uvec3( vertexBaseIndex + 2, vertexBaseIndex + 3, vertexBaseIndex + 0 );
outColor[vertexBaseIndex + 0] = vec3( 1.0f, 0.0f, 0.0f );
outColor[vertexBaseIndex + 1] = vec3( 0.0f, 1.0f, 0.0f );
outColor[vertexBaseIndex + 2] = vec3( 0.0f, 0.0f, 1.0f );
outColor[vertexBaseIndex + 3] = vec3( 1.0f, 1.0f, 0.0f );
}