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