/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VertexOutput { float4 position : SV_Position; float4 color; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; ConstantBuffer ubo; static const float4 positions[3] = { float4( 0.0, -1.0, 0.0, 1.0), float4(-1.0, 1.0, 0.0, 1.0), float4( 1.0, 1.0, 0.0, 1.0) }; static const float4 colors[3] = { float4(0.0, 1.0, 0.0, 1.0), float4(0.0, 0.0, 1.0, 1.0), float4(1.0, 0.0, 0.0, 1.0) }; struct DummyPayLoad { uint dummyData; }; // We don't use pay loads in this sample, but the fn call requires one groupshared DummyPayLoad dummyPayLoad; [shader("amplification")] [numthreads(1, 1, 1)] void amplificationMain() { DispatchMesh(3, 1, 1, dummyPayLoad); } [shader("mesh")] [outputtopology("triangle")] [numthreads(1, 1, 1)] void meshMain(out indices uint3 triangles[1], out vertices VertexOutput vertices[3], uint3 DispatchThreadID : SV_DispatchThreadID) { float4x4 mvp = mul(ubo.projection, mul(ubo.view, ubo.model)); float4 offset = float4(0.0, 0.0, float(DispatchThreadID.x), 0.0); SetMeshOutputCounts(3, 1); for (uint i = 0; i < 3; i++) { vertices[i].position = mul(mvp, positions[i] + offset); vertices[i].color = colors[i]; } SetMeshOutputCounts(3, 1); triangles[0] = uint3(0, 1, 2); } [shader("fragment")] float4 fragmentMain(VertexOutput input) { return input.color; }