File: spv.meshShaderPerViewUserDefined.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 user-defined per-view attributes

// mix of single-view and per-view attributes
layout(location=0) out block {
    perprimitiveNV perviewNV vec4 color1[][3];  // Implicitly sized
    perprimitiveNV vec4 color2[3];
    perviewNV vec4 color3[MAX_VIEWS][3];        // Explicitly sized
    vec4 color4;
} b[];

// per-view block attributes
perviewNV layout(location=10) out perviewBlock {
    perprimitiveNV vec4 color5[];              // Implicitly sized
    perprimitiveNV vec4 color6[MAX_VIEWS][3];  // Explicitly sized
    vec4 color7[][3];                          // Implicitly sized
    vec4 color8[MAX_VIEWS];                    // Explicitly sized
} b2[];

// per-view non-block attributes
perviewNV                layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Explicit
perviewNV perprimitiveNV layout(location=19) out vec4 nonBlk2[MAX_PRIM][];         // Explicit+Implicit
perviewNV                layout(location=20) out vec4 nonBlk3[][MAX_VIEWS];        // Implicit+Explicit
perviewNV perprimitiveNV layout(location=21) out vec4 nonBlk4[][];                 // Implicit+Implicit

// per-view non-block array attributes
perviewNV                layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explicit+Explicit
perviewNV perprimitiveNV layout(location=24) out vec4 nonBlkArr2[MAX_PRIM][][2];         // Explicit+Implicit
perviewNV                layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2];        // Implicit+Explicit
perviewNV perprimitiveNV layout(location=28) out vec4 nonBlkArr4[][][2];                 // Implicit+Implicit

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

    b[iid].color1[viewID][2] = vec4(1.0);
    b[iid].color2[1]         = vec4(2.0);
    b[iid].color3[viewID][2] = vec4(3.0);
    b[iid].color4            = vec4(4.0);

    BARRIER();

    b2[iid].color5[viewID]    = vec4(5.0);
    b2[iid].color6[viewID][1] = vec4(6.0);
    b2[iid].color7[viewID][2] = vec4(7.0);
    b2[iid].color8[viewID]    = vec4(8.0);

    BARRIER();
}