1 #version 450 2 3 #define BARRIER() \ 4 memoryBarrierShared(); \ 5 barrier(); 6 7 #extension GL_NV_mesh_shader : enable 8 9 layout(local_size_x = 32) in; 10 11 // test use of shared memory in task shaders: 12 layout(binding=0) writeonly uniform image2D uni_image; 13 uniform block0 { 14 uint uni_value; 15 }; 16 shared vec4 mem[10]; 17 18 // test use of task memory in task shaders: 19 taskNV out Task { 20 vec2 dummy; 21 vec2 submesh[3]; 22 } mytask; 23 24 void main() 25 { 26 uint iid = gl_LocalInvocationID.x; 27 uint gid = gl_WorkGroupID.x; 28 29 // 1. shared memory load and stores 30 for (uint i = 0; i < 10; ++i) { 31 mem[i] = vec4(i + uni_value); 32 } 33 imageStore(uni_image, ivec2(iid), mem[gid]); 34 imageStore(uni_image, ivec2(iid), mem[gid+1]); 35 36 BARRIER(); 37 38 // 2. task memory stores 39 40 mytask.dummy = vec2(30.0, 31.0); 41 mytask.submesh[0] = vec2(32.0, 33.0); 42 mytask.submesh[1] = vec2(34.0, 35.0); 43 mytask.submesh[2] = mytask.submesh[gid%2]; 44 45 BARRIER(); 46 47 // 3. set task count 48 gl_TaskCountNV = 3; 49 } 50