165 lines
4.6 KiB
Plaintext
165 lines
4.6 KiB
Plaintext
#version 460
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#define MAX_VER 81
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#define MAX_PRIM 32
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#define BARRIER() \
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memoryBarrierShared(); \
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barrier();
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#extension GL_EXT_mesh_shader : enable
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layout(local_size_x = 32, local_size_y=1, local_size_z=1) in;
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layout(max_vertices=MAX_VER) out;
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layout(max_primitives=MAX_PRIM) out;
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layout(triangles) out;
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// test use of builtins in mesh shaders:
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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uint gid = gl_WorkGroupID.x;
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uint vertexCount = MAX_VER; // vertexCount <= max_vertices
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uint primitiveCount = MAX_PRIM; // primitiveCount <= max_primtives
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SetMeshOutputsEXT(vertexCount, primitiveCount);
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gl_MeshVerticesEXT[iid].gl_Position = vec4(1.0);
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gl_MeshVerticesEXT[iid].gl_PointSize = 2.0;
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gl_MeshVerticesEXT[iid].gl_ClipDistance[3] = 3.0;
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gl_MeshVerticesEXT[iid].gl_CullDistance[2] = 4.0;
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BARRIER();
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gl_MeshVerticesEXT[iid+1].gl_Position = gl_MeshVerticesEXT[iid].gl_Position;
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gl_MeshVerticesEXT[iid+1].gl_PointSize = gl_MeshVerticesEXT[iid].gl_PointSize;
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gl_MeshVerticesEXT[iid+1].gl_ClipDistance[3] = gl_MeshVerticesEXT[iid].gl_ClipDistance[3];
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gl_MeshVerticesEXT[iid+1].gl_CullDistance[2] = gl_MeshVerticesEXT[iid].gl_CullDistance[2];
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BARRIER();
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gl_MeshPrimitivesEXT[iid].gl_PrimitiveID = 6;
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gl_MeshPrimitivesEXT[iid].gl_Layer = 7;
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gl_MeshPrimitivesEXT[iid].gl_ViewportIndex = 8;
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gl_MeshPrimitivesEXT[iid].gl_CullPrimitiveEXT = false;
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BARRIER();
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gl_MeshPrimitivesEXT[iid+1].gl_PrimitiveID = gl_MeshPrimitivesEXT[iid].gl_PrimitiveID;
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gl_MeshPrimitivesEXT[iid+1].gl_Layer = gl_MeshPrimitivesEXT[iid].gl_Layer;
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gl_MeshPrimitivesEXT[iid+1].gl_ViewportIndex = gl_MeshPrimitivesEXT[iid].gl_ViewportIndex;
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gl_MeshPrimitivesEXT[iid+1].gl_CullPrimitiveEXT = false;
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BARRIER();
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// check bound limits
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(1, 1, 1); // range is between [0, vertexCount-1]
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gl_PrimitiveTriangleIndicesEXT[primitiveCount - 1] = uvec3(2, 2, 2); // array size is primitiveCount*3 for triangle
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gl_PrimitiveTriangleIndicesEXT[gid] = gl_PrimitiveTriangleIndicesEXT[gid-1];
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BARRIER();
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}
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#extension GL_KHR_shader_subgroup_basic: enable
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void basic_works (void)
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{
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gl_SubgroupSize;
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gl_SubgroupInvocationID;
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subgroupBarrier();
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subgroupMemoryBarrier();
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subgroupMemoryBarrierBuffer();
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subgroupMemoryBarrierImage();
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subgroupElect();
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gl_NumSubgroups; // allowed in mesh
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gl_SubgroupID; // allowed in mesh
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subgroupMemoryBarrierShared(); // allowed in mesh
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}
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#extension GL_KHR_shader_subgroup_ballot: enable
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void ballot_works(vec4 f4) {
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gl_SubgroupEqMask;
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gl_SubgroupGeMask;
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gl_SubgroupGtMask;
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gl_SubgroupLeMask;
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gl_SubgroupLtMask;
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subgroupBroadcast(f4, 0);
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subgroupBroadcastFirst(f4);
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uvec4 ballot = subgroupBallot(false);
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subgroupInverseBallot(uvec4(0x1));
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subgroupBallotBitExtract(ballot, 0);
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subgroupBallotBitCount(ballot);
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subgroupBallotInclusiveBitCount(ballot);
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subgroupBallotExclusiveBitCount(ballot);
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subgroupBallotFindLSB(ballot);
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subgroupBallotFindMSB(ballot);
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}
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#extension GL_KHR_shader_subgroup_vote: enable
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void vote_works(vec4 f4)
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{
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subgroupAll(true);
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subgroupAny(false);
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subgroupAllEqual(f4);
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}
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#extension GL_KHR_shader_subgroup_shuffle: enable
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#extension GL_KHR_shader_subgroup_shuffle_relative: enable
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void shuffle_works(vec4 f4)
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{
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subgroupShuffle(f4, 0);
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subgroupShuffleXor(f4, 0x1);
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subgroupShuffleUp(f4, 1);
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subgroupShuffleDown(f4, 1);
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}
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#extension GL_KHR_shader_subgroup_arithmetic: enable
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void arith_works(vec4 f4)
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{
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uvec4 ballot;
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subgroupAdd(f4);
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subgroupMul(f4);
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subgroupMin(f4);
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subgroupMax(f4);
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subgroupAnd(ballot);
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subgroupOr(ballot);
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subgroupXor(ballot);
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subgroupInclusiveAdd(f4);
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subgroupInclusiveMul(f4);
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subgroupInclusiveMin(f4);
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subgroupInclusiveMax(f4);
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subgroupInclusiveAnd(ballot);
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subgroupInclusiveOr(ballot);
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subgroupInclusiveXor(ballot);
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subgroupExclusiveAdd(f4);
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subgroupExclusiveMul(f4);
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subgroupExclusiveMin(f4);
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subgroupExclusiveMax(f4);
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subgroupExclusiveAnd(ballot);
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subgroupExclusiveOr(ballot);
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subgroupExclusiveXor(ballot);
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}
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#extension GL_KHR_shader_subgroup_clustered: enable
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void clustered_works(vec4 f4)
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{
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uvec4 ballot = uvec4(0x55,0,0,0);
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subgroupClusteredAdd(f4, 2);
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subgroupClusteredMul(f4, 2);
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subgroupClusteredMin(f4, 2);
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subgroupClusteredMax(f4, 2);
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subgroupClusteredAnd(ballot, 2);
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subgroupClusteredOr(ballot, 2);
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subgroupClusteredXor(ballot, 2);
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}
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#extension GL_KHR_shader_subgroup_quad: enable
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void quad_works(vec4 f4)
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{
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subgroupQuadBroadcast(f4, 0);
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subgroupQuadSwapHorizontal(f4);
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subgroupQuadSwapVertical(f4);
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subgroupQuadSwapDiagonal(f4);
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}
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