diff --git a/data/shaders/glsl/meshshader/meshshader.mesh b/data/shaders/glsl/meshshader/meshshader.mesh index 5a958817..2e0a34ce 100644 --- a/data/shaders/glsl/meshshader/meshshader.mesh +++ b/data/shaders/glsl/meshshader/meshshader.mesh @@ -22,15 +22,31 @@ layout(location = 0) out VertexOutput vec4 color; } vertexOutput[]; +const vec4[3] positions = { + vec4( 0.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), + vec4( 1.0, 1.0, 0.0, 1.0) +}; + +const vec4[3] colors = { + vec4(0.0, 1.0, 0.0, 1.0), + vec4(0.0, 0.0, 1.0, 1.0), + vec4(1.0, 0.0, 0.0, 1.0) +}; + void main() { + uint iid = gl_LocalInvocationID.x; + + vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0); + SetMeshOutputsEXT(3, 1); mat4 mvp = ubo.projection * ubo.view * ubo.model; - gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0); - gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0); - gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0); - vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0); - vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0); - vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0); + gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset); + gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset); + gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset); + vertexOutput[0].color = colors[0]; + vertexOutput[1].color = colors[1]; + vertexOutput[2].color = colors[2]; gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2); } diff --git a/data/shaders/glsl/meshshader/meshshader.mesh.spv b/data/shaders/glsl/meshshader/meshshader.mesh.spv index d68603c6..b95fc1c9 100644 Binary files a/data/shaders/glsl/meshshader/meshshader.mesh.spv and b/data/shaders/glsl/meshshader/meshshader.mesh.spv differ diff --git a/data/shaders/glsl/meshshader/meshshader.task b/data/shaders/glsl/meshshader/meshshader.task new file mode 100644 index 00000000..47439e91 --- /dev/null +++ b/data/shaders/glsl/meshshader/meshshader.task @@ -0,0 +1,13 @@ +/* Copyright (c) 2021, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +#version 450 +#extension GL_EXT_mesh_shader : require + +void main() +{ + EmitMeshTasksEXT(3, 1, 1); +} diff --git a/data/shaders/glsl/meshshader/meshshader.task.spv b/data/shaders/glsl/meshshader/meshshader.task.spv new file mode 100644 index 00000000..abcbc5df Binary files /dev/null and b/data/shaders/glsl/meshshader/meshshader.task.spv differ diff --git a/examples/meshshader/meshshader.cpp b/examples/meshshader/meshshader.cpp index 260d71d0..8bd1b105 100644 --- a/examples/meshshader/meshshader.cpp +++ b/examples/meshshader/meshshader.cpp @@ -38,8 +38,8 @@ public: timerSpeed *= 0.25f; camera.type = Camera::CameraType::lookat; camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f); - camera.setRotation(glm::vec3(0.0f)); - camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f)); + camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f)); + camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f)); // Extension require at least Vulkan 1.1 apiVersion = VK_API_VERSION_1_1; @@ -65,7 +65,7 @@ public: { enabledMeshShaderFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV; enabledMeshShaderFeatures.meshShader = VK_TRUE; - enabledMeshShaderFeatures.taskShader = VK_FALSE; + enabledMeshShaderFeatures.taskShader = VK_TRUE; deviceCreatepNextChain = &enabledMeshShaderFeatures; } @@ -158,7 +158,7 @@ public: VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); - std::array shaderStages; + std::array shaderStages; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); @@ -176,7 +176,8 @@ public: pipelineCI.pStages = shaderStages.data(); shaderStages[0] = loadShader(getShadersPath() + "meshshader/meshshader.mesh.spv", VK_SHADER_STAGE_MESH_BIT_EXT); - shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + shaderStages[1] = loadShader(getShadersPath() + "meshshader/meshshader.task.spv", VK_SHADER_STAGE_TASK_BIT_EXT); + shaderStages[2] = loadShader(getShadersPath() + "meshshader/meshshader.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline)); }