Cleanup: repeated typo
This changes `ouput` to `output`. Pull Request: https://projects.blender.org/blender/blender/pulls/139711
This commit is contained in:
@@ -167,22 +167,22 @@ void main()
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/* Line Adjacency primitive. */
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constexpr uint input_primitive_vertex_count = 4u;
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/* Line list primitive. */
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constexpr uint ouput_primitive_vertex_count = 2u;
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constexpr uint ouput_primitive_count = 1u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 2u;
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constexpr uint output_primitive_count = 1u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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float4x4 inst_matrix = data_buf[gl_InstanceID];
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@@ -192,22 +192,22 @@ void main()
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constexpr uint input_primitive_vertex_count = 2u;
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#endif
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 2u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 2u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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float4x4 inst_obmat = data_buf[gl_InstanceID];
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float4x4 inst_matrix = inst_obmat;
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@@ -104,22 +104,22 @@ void main()
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/* Triangle list primitive. */
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constexpr uint input_primitive_vertex_count = 3u;
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 1u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 1u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -195,22 +195,22 @@ void main()
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/* Line list primitive. */
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constexpr uint input_primitive_vertex_count = 2u;
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/* Triangle list primitive (emulating triangle strip). */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 8u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 8u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -17,13 +17,13 @@ void main()
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/* Line list primitive. */
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constexpr uint input_primitive_vertex_count = 2u;
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/* Line list primitive. */
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constexpr uint ouput_primitive_vertex_count = 2u;
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constexpr uint ouput_primitive_count = 2u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 2u;
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constexpr uint output_primitive_count = 2u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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@@ -201,22 +201,22 @@ void main()
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/* Line list primitive. */
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constexpr uint input_primitive_vertex_count = 2u;
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/* Triangle list primitive (emulating triangle strip). */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 8u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 8u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -150,22 +150,22 @@ void main()
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/* Line list primitive. */
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constexpr uint input_primitive_vertex_count = 2u;
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 2u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 2u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -32,14 +32,14 @@ void main()
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/* Point primitive. */
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constexpr uint input_primitive_vertex_count = 1u;
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/* Line list primitive. */
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constexpr uint ouput_primitive_vertex_count = 2u;
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constexpr uint ouput_primitive_count = 1u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_primitive_vertex_count = 2u;
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constexpr uint output_primitive_count = 1u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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@@ -158,23 +158,23 @@ void main()
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/* Line list primitive. */
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constexpr uint input_primitive_vertex_count = 2u;
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 2u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 2u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -138,23 +138,23 @@ void main()
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/* Point list primitive. */
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constexpr uint input_primitive_vertex_count = 1u;
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 2u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_primitive_vertex_count = 3u;
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constexpr uint output_primitive_count = 2u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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/* Read current and next point. */
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VertIn vert_in[2];
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@@ -109,22 +109,22 @@ void main()
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/* Line adjacency list primitive. */
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constexpr uint input_primitive_vertex_count = 4u;
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/* Line list primitive. */
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constexpr uint ouput_primitive_vertex_count = 2u;
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constexpr uint ouput_primitive_count = 1u;
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constexpr uint ouput_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
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ouput_primitive_vertex_count;
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constexpr uint output_primitive_vertex_count = 2u;
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constexpr uint output_primitive_count = 1u;
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constexpr uint output_invocation_count = 1u;
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constexpr uint output_vertex_count_per_invocation = output_primitive_count *
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output_primitive_vertex_count;
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constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
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ouput_invocation_count;
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output_invocation_count;
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uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
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uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
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output_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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output_invocation_count;
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VertIn vert_in[input_primitive_vertex_count];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -80,21 +80,21 @@ void main()
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/* Triangle list primitive. */
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constexpr uint input_primitive_vertex_count = 3u;
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/* Triangle list primitive. */
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constexpr uint ouput_primitive_vertex_count = 3u;
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constexpr uint ouput_primitive_count = 1u;
|
||||
constexpr uint ouput_invocation_count = 2u;
|
||||
constexpr uint output_primitive_vertex_count = 3u;
|
||||
constexpr uint output_primitive_count = 1u;
|
||||
constexpr uint output_invocation_count = 2u;
|
||||
|
||||
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
|
||||
ouput_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
|
||||
output_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
|
||||
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
|
||||
|
||||
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
|
||||
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
|
||||
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
VertIn vert_in[input_primitive_vertex_count];
|
||||
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
|
||||
|
||||
@@ -114,26 +114,26 @@ void main()
|
||||
/* Line adjacency primitive. */
|
||||
constexpr uint input_primitive_vertex_count = 4u;
|
||||
/* Triangle list primitive. */
|
||||
constexpr uint ouput_primitive_vertex_count = 3u;
|
||||
constexpr uint ouput_primitive_count = 2u;
|
||||
constexpr uint output_primitive_vertex_count = 3u;
|
||||
constexpr uint output_primitive_count = 2u;
|
||||
#ifdef DOUBLE_MANIFOLD
|
||||
constexpr uint ouput_invocation_count = 2u;
|
||||
constexpr uint output_invocation_count = 2u;
|
||||
#else
|
||||
constexpr uint ouput_invocation_count = 1u;
|
||||
constexpr uint output_invocation_count = 1u;
|
||||
#endif
|
||||
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
|
||||
ouput_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
|
||||
output_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
|
||||
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
|
||||
|
||||
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
|
||||
ouput_primitive_count;
|
||||
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
|
||||
output_primitive_count;
|
||||
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
VertIn vert_in[input_primitive_vertex_count];
|
||||
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
|
||||
|
||||
@@ -183,22 +183,22 @@ void main()
|
||||
/* Line list primitive. */
|
||||
uint input_primitive_vertex_count = uint(gpu_vert_stride_count_offset.x);
|
||||
/* Triangle list primitive (emulating triangle strip). */
|
||||
constexpr uint ouput_primitive_vertex_count = 3u;
|
||||
constexpr uint ouput_primitive_count = 2u;
|
||||
constexpr uint ouput_invocation_count = 1u;
|
||||
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
|
||||
ouput_primitive_vertex_count;
|
||||
constexpr uint output_primitive_vertex_count = 3u;
|
||||
constexpr uint output_primitive_count = 2u;
|
||||
constexpr uint output_invocation_count = 1u;
|
||||
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
|
||||
output_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
|
||||
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
|
||||
|
||||
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
|
||||
ouput_primitive_count;
|
||||
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
|
||||
output_primitive_count;
|
||||
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
/* Used to wrap around for the line loop case. */
|
||||
uint input_total_vertex_count = uint(gpu_vert_stride_count_offset.y);
|
||||
|
||||
|
||||
@@ -316,20 +316,20 @@ void main()
|
||||
constexpr uint input_primitive_vertex_count =
|
||||
1u; /* We read 4 but advance 1. Assume no restart. */
|
||||
/* Triangle list primitive (emulating triangle strip). */
|
||||
constexpr uint ouput_primitive_vertex_count = 3u;
|
||||
constexpr uint ouput_primitive_count = 12u;
|
||||
constexpr uint ouput_invocation_count = 1u;
|
||||
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
|
||||
ouput_primitive_vertex_count;
|
||||
constexpr uint output_primitive_vertex_count = 3u;
|
||||
constexpr uint output_primitive_count = 12u;
|
||||
constexpr uint output_invocation_count = 1u;
|
||||
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
|
||||
output_primitive_vertex_count;
|
||||
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
|
||||
ouput_invocation_count;
|
||||
output_invocation_count;
|
||||
|
||||
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
|
||||
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
|
||||
|
||||
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
|
||||
ouput_primitive_count;
|
||||
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
|
||||
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
|
||||
output_primitive_count;
|
||||
|
||||
GreasePencilStrokeData vert_in[4];
|
||||
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
|
||||
|
||||
Reference in New Issue
Block a user