/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2025-2026 Baldur Karlsson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ #include "vk_test.h" RD_TEST(VK_Mesh_Shader, VulkanGraphicsTest) { static constexpr const char *Description = "Draws geometry using mesh shader pipeline."; std::string task = R"EOSHADER( #version 460 #extension GL_EXT_mesh_shader : require layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; struct Inner { uint a; uint b; uint c; }; struct PayLoad { uint padArr[4]; uint pad; Inner inner; Inner innerArr[4]; uint tri[4]; }; taskPayloadSharedEXT PayLoad payLoad; void main() { for (int i = 0; i < 4; ++i) payLoad.tri[i] = i; for (int i = 0; i < 4; ++i) payLoad.padArr[i] = 1000 + i; payLoad.pad = 123; for (int i = 0; i < 4; ++i) { payLoad.innerArr[i].a = 10*i + 0; payLoad.innerArr[i].b = 10*i + 1; payLoad.innerArr[i].c = 10*i + 2; } payLoad.inner.a = 500; payLoad.inner.b = 501; payLoad.inner.c = 502; EmitMeshTasksEXT(4, 1, 1); } )EOSHADER"; std::string task_mesh = R"EOSHADER( #version 460 #extension GL_EXT_mesh_shader : require struct Inner { uint a; uint b; uint c; }; struct PayLoad { uint padArr[4]; uint pad; Inner inner; Inner innerArr[4]; uint tri[4]; }; taskPayloadSharedEXT PayLoad payLoad; layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(triangles, max_vertices = 3, max_primitives = 1) out; layout(location = 0) out vec4 outColor[]; void main() { uint triangleCount = 1; uint vertexCount = 3 * triangleCount; SetMeshOutputsEXT(vertexCount, triangleCount); uint dtid = gl_GlobalInvocationID.x; uint tri = payLoad.tri[dtid]; uint vertIdx = 0; vec4 org = vec4(-0.65, 0.0, 0.0, 0.0) + vec4(0.42, 0.0, 0.0, 0.0) * tri; uint vert0 = 0 + vertIdx; uint vert1 = 1 + vertIdx; uint vert2 = 2 + vertIdx; gl_MeshVerticesEXT[vert0].gl_Position = vec4(-0.2, -0.2, 0.0, 1.0) + org; gl_MeshVerticesEXT[vert1].gl_Position = vec4(0.0, 0.2, 0.0, 1.0) + org; gl_MeshVerticesEXT[vert2].gl_Position = vec4(0.2, -0.2, 0.0, 1.0) + org; outColor[vert0] = vec4(0.0, 0.0, 1.0, 1.0); outColor[vert1] = vec4(0.0, 0.0, 1.0, 1.0); outColor[vert2] = vec4(0.0, 0.0, 1.0, 1.0); gl_PrimitiveTriangleIndicesEXT[0] = uvec3(vert0, vert1, vert2); } )EOSHADER"; std::string simple_mesh = R"EOSHADER( #version 460 #extension GL_EXT_mesh_shader : require layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(triangles, max_vertices = 6, max_primitives = 2) out; layout(location = 0) out vec4 outColor[]; void main() { uint triangleCount = 2; uint vertexCount = 3 * triangleCount; SetMeshOutputsEXT(vertexCount, triangleCount); for (uint i = 0; i < 2; ++i) { uint vertIdx = i * 3; uint tri = i + 2 * gl_WorkGroupID.x; vec4 org = vec4(-0.65, +0.65, 0.0, 0.0) + vec4(0.42, 0.0, 0.0, 0.0) * tri; uint vert0 = 0 + vertIdx; uint vert1 = 1 + vertIdx; uint vert2 = 2 + vertIdx; gl_MeshVerticesEXT[vert0].gl_Position = vec4(-0.2, -0.2, 0.0, 1.0) + org; gl_MeshVerticesEXT[vert1].gl_Position = vec4(0.0, 0.2, 0.0, 1.0) + org; gl_MeshVerticesEXT[vert2].gl_Position = vec4(0.2, -0.2, 0.0, 1.0) + org; outColor[vert0] = vec4(1.0, 0.0, 0.0, 1.0); outColor[vert1] = vec4(1.0, 0.0, 0.0, 1.0); outColor[vert2] = vec4(1.0, 0.0, 0.0, 1.0); gl_PrimitiveTriangleIndicesEXT[i] = uvec3(vert0, vert1, vert2); } } )EOSHADER"; std::string point_mesh = R"EOSHADER( #version 460 #extension GL_EXT_mesh_shader : require layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(points, max_vertices = 2, max_primitives = 2) out; layout(location = 0) out vec4 outColor[]; void main() { uint primCount = 2; uint vertexCount = 1 * primCount; SetMeshOutputsEXT(vertexCount, primCount); for (uint i = 0; i < primCount; ++i) { uint vertIdx = i * 1; uint tri = i + 2 * gl_WorkGroupID.x; vec4 org = vec4(0.21, 0.0, 0.0, 0.0) * tri; uint vert0 = 0 + vertIdx; gl_MeshVerticesEXT[vert0].gl_Position = vec4(-0.4, -0.4, 0.0, 1.0) + org; gl_MeshVerticesEXT[vert0].gl_PointSize = 20.0f; outColor[vert0] = vec4(0.0, 1.0, 0.0, 1.0); gl_PrimitivePointIndicesEXT[i] = vert0; } } )EOSHADER"; std::string pixel = R"EOSHADER( #version 460 layout(location = 0) in vec4 inColor; layout(location = 0) out vec4 outColor; void main() { outColor = inColor; } )EOSHADER"; void Prepare(int argc, char **argv) { devExts.push_back(VK_EXT_MESH_SHADER_EXTENSION_NAME); VulkanGraphicsTest::Prepare(argc, argv); if(!Avail.empty()) return; if(devVersion < VK_API_VERSION_1_1) { Avail = "Vulkan device version isn't 1.1"; return; } static VkPhysicalDeviceMeshShaderFeaturesEXT meshShaderFeatures = { VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT}; getPhysFeatures2(&meshShaderFeatures); if(!meshShaderFeatures.meshShader) { Avail = "Mesh Shader feature 'meshShader' not available\n"; return; } if(!meshShaderFeatures.taskShader) { Avail = "Mesh Shader feature 'taskShader' not available"; return; } meshShaderFeatures.multiviewMeshShader = VK_FALSE; meshShaderFeatures.primitiveFragmentShadingRateMeshShader = VK_FALSE; meshShaderFeatures.meshShaderQueries = VK_FALSE; devInfoNext = &meshShaderFeatures; } int main() { // initialise, create window, create context, etc if(!Init()) return 3; VkPipelineLayout layout = createPipelineLayout( vkh::PipelineLayoutCreateInfo({}, {vkh::PushConstantRange(VK_SHADER_STAGE_ALL, 0, 8)})); vkh::GraphicsPipelineCreateInfo pipeCreateInfo; VkGraphicsPipelineCreateInfo *vkPipeCreateInfo = NULL; pipeCreateInfo.layout = layout; pipeCreateInfo.renderPass = mainWindow->rp; VkPipeline pipelines[3]; int countTasks[3]; pipeCreateInfo.stages = { CompileShaderModule(simple_mesh, ShaderLang::glsl, ShaderStage::mesh, "main", {}, SPIRVTarget::vulkan12), CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; vkPipeCreateInfo = pipeCreateInfo; vkPipeCreateInfo->pVertexInputState = NULL; vkPipeCreateInfo->pInputAssemblyState = NULL; pipelines[0] = createGraphicsPipeline(vkPipeCreateInfo); countTasks[0] = 2; pipeCreateInfo.stages = { CompileShaderModule(task, ShaderLang::glsl, ShaderStage::task, "main", {}, SPIRVTarget::vulkan12), CompileShaderModule(task_mesh, ShaderLang::glsl, ShaderStage::mesh, "main", {}, SPIRVTarget::vulkan12), CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; vkPipeCreateInfo = pipeCreateInfo; vkPipeCreateInfo->pVertexInputState = NULL; vkPipeCreateInfo->pInputAssemblyState = NULL; pipelines[1] = createGraphicsPipeline(vkPipeCreateInfo); countTasks[1] = 1; pipeCreateInfo.stages = { CompileShaderModule(point_mesh, ShaderLang::glsl, ShaderStage::mesh, "main", {}, SPIRVTarget::vulkan12), CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"), }; vkPipeCreateInfo = pipeCreateInfo; vkPipeCreateInfo->pVertexInputState = NULL; vkPipeCreateInfo->pInputAssemblyState = NULL; pipelines[2] = createGraphicsPipeline(vkPipeCreateInfo); countTasks[2] = 3; while(Running()) { VkCommandBuffer cmd = GetCommandBuffer(); vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo()); VkImage swapimg = StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL, vkh::ClearColorValue(0.2f, 0.2f, 0.2f, 1.0f), 1, vkh::ImageSubresourceRange()); vkCmdBeginRenderPass( cmd, vkh::RenderPassBeginInfo(mainWindow->rp, mainWindow->GetFB(), mainWindow->scissor), VK_SUBPASS_CONTENTS_INLINE); setMarker(cmd, "Mesh Shaders"); for(size_t i = 0; i < ARRAY_COUNT(pipelines); ++i) { vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines[i]); vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport); vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor); vkCmdDrawMeshTasksEXT(cmd, countTasks[i], 1, 1); } vkCmdEndRenderPass(cmd); FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL); vkEndCommandBuffer(cmd); Submit(0, 1, {cmd}); Present(); } return 0; } }; REGISTER_TEST();