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Fixing bug when writing primitives in metal mesh shaders (#5069)
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Original file line number | Diff line number | Diff line change |
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//TEST:SIMPLE(filecheck=METAL): -entry meshMain -stage mesh -target metal | ||
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// | ||
// Mesh shader | ||
// | ||
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const static float2 positions[3] = { | ||
float2(0.0, -0.5), | ||
float2(0.5, 0.5), | ||
float2(-0.5, 0.5) | ||
}; | ||
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const static float3 colors[3] = { | ||
float3(1.0, 1.0, 0.0), | ||
float3(0.0, 1.0, 1.0), | ||
float3(1.0, 0.0, 1.0) | ||
}; | ||
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struct MeshPayload | ||
{ | ||
int exponent; | ||
}; | ||
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struct Vertex | ||
{ | ||
float4 pos : SV_Position; | ||
float3 color : Color; | ||
int index : Index; | ||
int value : Value; | ||
}; | ||
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struct Primitive | ||
{ | ||
uint prim : SV_PrimitiveID; | ||
}; | ||
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const static uint MAX_VERTS = 12; | ||
const static uint MAX_PRIMS = 4; | ||
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[outputtopology("triangle")] | ||
[numthreads(12, 1, 1)] | ||
void meshMain( | ||
in uint tig: SV_GroupIndex, | ||
in payload MeshPayload meshPayload, | ||
// METAL: const MeshPayload_0 object_data* meshPayload_0 | ||
OutputVertices<Vertex, MAX_VERTS> verts, | ||
OutputIndices<uint3, MAX_PRIMS> triangles, | ||
OutputPrimitives<Primitive, MAX_PRIMS> primitives | ||
) | ||
{ | ||
const uint numVertices = 12; | ||
const uint numPrimitives = 4; | ||
SetMeshOutputCounts(numVertices, numPrimitives); | ||
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if (tig < numVertices) | ||
{ | ||
const int tri = tig / 3; | ||
verts[tig] = { float4(positions[tig % 3], 0, 1), colors[tig % 3], tri, int(pow(tri, meshPayload.exponent)) }; | ||
} | ||
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if (tig < numPrimitives) | ||
{ | ||
// METAL: _slang_mesh.set_index({{.*}}+0,{{.*}}[0]); | ||
// METAL: _slang_mesh.set_index({{.*}}+1,{{.*}}[1]); | ||
// METAL: _slang_mesh.set_index({{.*}}+2,{{.*}}[2]); | ||
triangles[tig] = tig * 3 + uint3(0, 1, 2); | ||
// METAL: _slang_mesh.set_primitive({{.*}} | ||
primitives[tig] = { tig }; | ||
} | ||
} |
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