File: spv.meshShaderPerViewBuiltins.mesh

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#version 450

#define MAX_VER  81
#define MAX_PRIM 32
#define MAX_VIEWS gl_MaxMeshViewCountNV

#define BARRIER() \
    memoryBarrierShared(); \
    barrier();

#extension GL_NV_mesh_shader : enable

layout(local_size_x = 32) in;

layout(max_vertices=MAX_VER) out;
layout(max_primitives=MAX_PRIM) out;
layout(triangles) out;

// test use of per-view builtin attributes

void main()
{
    uint iid = gl_LocalInvocationID.x;
    uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];

    gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID]          = vec4(1.0, 2.0, 3.0, 4.0);
    gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2]   = 5.0;
    gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3]   = 6.0;
    gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID]           = 7;
    gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;

    BARRIER();

    gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID]          = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
    gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2]   = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
    gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3]   = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
    gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID]           = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
    gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];

    BARRIER();
}