ci: Remove gcc from macos matrix
[glslang.git] / Test / spv.meshShaderBuiltins.mesh
blob0240a173564ee5a8cc66d82091b882eb18f9dcf6
1 #version 460
3 #define MAX_VER  81
4 #define MAX_PRIM 32
6 #define BARRIER() \
7     memoryBarrierShared(); \
8     barrier();
10 #extension GL_NV_mesh_shader : enable
12 layout(local_size_x = 32) in;
14 layout(max_vertices=MAX_VER) out;
15 layout(max_primitives=MAX_PRIM) out;
16 layout(triangles) out;
18 // test use of builtins in mesh shaders:
20 void main()
22     uint iid = gl_LocalInvocationID.x;
23     uint gid = gl_WorkGroupID.x;
25     gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
26     gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
27     gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
28     gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
30     BARRIER();
32     gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
33     gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
34     gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
35     gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
37     BARRIER();
39     gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
40     gl_MeshPrimitivesNV[iid].gl_Layer = 7;
41     gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
42     gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
44     BARRIER();
46     gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
47     gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
48     gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
49     gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
51     BARRIER();
53     // check bound limits
54     gl_PrimitiveIndicesNV[0] = 257; // should truncate 257 -> 1
55     gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
56     gl_PrimitiveIndicesNV[gid] = gl_PrimitiveIndicesNV[gid-1];
58     // writes 4 indices at offset gl_DrawID
59     writePackedPrimitiveIndices4x8NV(gl_DrawID, 0x01020304);
61     gl_PrimitiveCountNV = MAX_PRIM * 3;
63     BARRIER();