|
| 1 | +enable wgpu_mesh_shader; |
| 2 | + |
| 3 | +const positions = array( |
| 4 | + vec4(0., 1., 0., 1.), |
| 5 | + vec4(-1., -1., 0., 1.), |
| 6 | + vec4(1., -1., 0., 1.) |
| 7 | +); |
| 8 | +const colors = array( |
| 9 | + vec4(0., 1., 0., 1.), |
| 10 | + vec4(0., 0., 1., 1.), |
| 11 | + vec4(1., 0., 0., 1.) |
| 12 | +); |
| 13 | +struct TaskPayload { |
| 14 | + colorMask: vec4<f32>, |
| 15 | + visible: bool, |
| 16 | +} |
| 17 | +var<task_payload> taskPayload: TaskPayload; |
| 18 | +var<workgroup> workgroupData: f32; |
| 19 | +struct VertexOutput { |
| 20 | + @builtin(position) position: vec4<f32>, |
| 21 | + @location(0) color: vec4<f32>, |
| 22 | +} |
| 23 | +struct PrimitiveOutput { |
| 24 | + @builtin(triangle_indices) index: vec3<u32>, |
| 25 | + @builtin(cull_primitive) cull: bool, |
| 26 | + @per_primitive @location(1) colorMask: vec4<f32>, |
| 27 | +} |
| 28 | +struct PrimitiveInput { |
| 29 | + @per_primitive @location(1) colorMask: vec4<f32>, |
| 30 | +} |
| 31 | + |
| 32 | +@task |
| 33 | +@payload(taskPayload) |
| 34 | +@workgroup_size(1) |
| 35 | +fn ts_main() -> @builtin(mesh_task_size) vec3<u32> { |
| 36 | + workgroupData = 1.0; |
| 37 | + taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0); |
| 38 | + taskPayload.visible = true; |
| 39 | + return vec3(3, 1, 1); |
| 40 | +} |
| 41 | + |
| 42 | +struct MeshOutput { |
| 43 | + @builtin(vertices) vertices: array<VertexOutput, 3>, |
| 44 | + @builtin(primitives) primitives: array<PrimitiveOutput, 1>, |
| 45 | + @builtin(vertex_count) vertex_count: u32, |
| 46 | + @builtin(primitive_count) primitive_count: u32, |
| 47 | +} |
| 48 | + |
| 49 | +var<workgroup> mesh_output: MeshOutput; |
| 50 | +@mesh(mesh_output) |
| 51 | +@payload(taskPayload) |
| 52 | +@workgroup_size(1) |
| 53 | +fn ms_main(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) { |
| 54 | + mesh_output.vertex_count = 3; |
| 55 | + mesh_output.primitive_count = 1; |
| 56 | + workgroupData = 2.0; |
| 57 | + |
| 58 | + mesh_output.vertices[0].position = positions[0]; |
| 59 | + mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask; |
| 60 | + |
| 61 | + mesh_output.vertices[1].position = positions[1]; |
| 62 | + mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask; |
| 63 | + |
| 64 | + mesh_output.vertices[2].position = positions[2]; |
| 65 | + mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask; |
| 66 | + |
| 67 | + mesh_output.primitives[0].index = vec3<u32>(0, 1, 2); |
| 68 | + mesh_output.primitives[0].cull = !taskPayload.visible; |
| 69 | + mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0); |
| 70 | +} |
| 71 | +// Don't use task payload if no task shader is present |
| 72 | +@mesh(mesh_output) |
| 73 | +@workgroup_size(1) |
| 74 | +fn ms_no_ts(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) { |
| 75 | + mesh_output.vertex_count = 3; |
| 76 | + mesh_output.primitive_count = 1; |
| 77 | + workgroupData = 2.0; |
| 78 | + |
| 79 | + mesh_output.vertices[0].position = positions[0]; |
| 80 | + mesh_output.vertices[0].color = colors[0]; |
| 81 | + |
| 82 | + mesh_output.vertices[1].position = positions[1]; |
| 83 | + mesh_output.vertices[1].color = colors[1]; |
| 84 | + |
| 85 | + mesh_output.vertices[2].position = positions[2]; |
| 86 | + mesh_output.vertices[2].color = colors[2]; |
| 87 | + |
| 88 | + mesh_output.primitives[0].index = vec3<u32>(0, 1, 2); |
| 89 | + mesh_output.primitives[0].cull = false; |
| 90 | + mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0); |
| 91 | +} |
| 92 | +@fragment |
| 93 | +fn fs_main(vertex: VertexOutput, primitive: PrimitiveInput) -> @location(0) vec4<f32> { |
| 94 | + return vertex.color * primitive.colorMask; |
| 95 | +} |
0 commit comments