#version 450 #extension GL_EXT_mesh_shader : require // In mesh shaders you have to load all data manually from storage buffers, which are declared just like uniform // buffers, but using the `buffer` keyword. You may not use: // * `in`: Unlike vertex shaders, Mesh shaders do not have an input assembly (IA) stage that pulls data from buffers // and forwards them to the vertex shaders as `in` inputs. // * `uniform`: Uniform buffers have to be of constant size, but as our buffers may have a varying amount of data, // they have to be storage buffers instead. // // The triangle vertex positions. layout(set = 0, binding = 0) buffer VertexBuffer { vec2 position[]; } buffer_vertex; // The per-instance data. struct Instance { vec2 position_offset; float scale; }; layout(set = 0, binding = 1) buffer InstanceBuffer { Instance instance[]; } buffer_instance; // This declaration specifies the workgroup size of the mesh shader, similarly to compute shaders layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; // This declares the type of primitive you want to emit, typically triangles, as well as maximum amount of vertices // and primitives you may emit. Primitives may only be in lists, aka. triangle_strip or triangle_fan are not allowed. layout(triangles, max_vertices = 3, max_primitives = 1) out; // As mesh shaders may emit multiple vertices, all outputs have to be an array. See below, when vertices are emitted. layout(location = 0) out vec4 out_color[]; const uint rows = 10; const uint cols = 10; const uint n_instances = rows * cols; void main() { vec2 position_offset; float scale; vec4 color; // There are two main use-cases for mesh shaders, switch in between them here. // They should both draw the same triangles, but with different colors. const bool LOAD_FROM_INSTANCE_BUFFER = false; if (LOAD_FROM_INSTANCE_BUFFER) { // Use-case 1: load instance data from buffers, similarly to doing an instanced draw // color triangles red color = vec4(1.0, 0.0, 0.0, 1.0); Instance instance = buffer_instance.instance[gl_GlobalInvocationID.y * rows + gl_GlobalInvocationID.x]; position_offset = instance.position_offset; scale = instance.scale; } else { // Use-case 2: generate the geometry dynamically in the mesh shader // color triangles green color = vec4(0.0, 1.0, 0.0, 1.0); uint c = gl_GlobalInvocationID.x; uint r = gl_GlobalInvocationID.y; // the same algo for generating the triangle data as in the instanced example float half_cell_w = 0.5 / float(cols); float half_cell_h = 0.5 / float(rows); float x = half_cell_w + (c / float(cols)) * 2.0 - 1.0; float y = half_cell_h + (r / float(rows)) * 2.0 - 1.0; position_offset = vec2(x, y); scale = (2.0 / float(rows)) * (c * float(rows) + r) / n_instances; } // Dynamically set the amount of vertices and triangles that you would like to emit, must be lower than what was // declared above. From the `OpSetMeshOutputsEXT` spec: // The arguments are taken from the first invocation in each workgroup. Behavior is undefined if any invocation // executes this instruction more than once or under non-uniform control flow. Behavior is undefined if there is // any control flow path to an output write that is not preceded by this instruction. SetMeshOutputsEXT( 3, // vertices 1// triangles = indices / 3 ); // emit vertex data for (uint i = 0; i < 3; i++) { // As we may emit multiple vertices, all outputs are arrays. You index into them using a unique vertex index // within your work group. In this example the work group has the size (1, 1, 1), so each invocation can // simply use the indices [0-2]. With larger work groups you will have to use the `gl_LocalInvocationID` to // compute indices and make sure they are unique, so results don't get overridden by other invocations. out_color[i] = color; // just like setting gl_Position in the vertex shader gl_MeshVerticesEXT[i].gl_Position = vec4(buffer_vertex.position[i] * scale + position_offset, 0.0, 1.0); } // emit triangle indices gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2); }