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authorEllie Hermaszewska <ellieh@nvidia.com>2023-09-12 11:13:11 +0800
committerGitHub <noreply@github.com>2023-09-11 20:13:11 -0700
commit09854a4596019ddb3bb315b8836b5c88e718cdc7 (patch)
tree1556ae3e00da0fac91343f159b52cee1231a7fab /source/slang/slang-emit.cpp
parent87bb0b503544f1b8c6ec818e25c695b31cda24b7 (diff)
Add Mesh and Task shader support to GFX (#3190)
* Bump vulkan headers Also just use vulkan-headers as a submodule * Add drawMeshTasks to gfx graphics pipelines * Add DispatchMesh overload with no payload, with GLSL intrinsic * Require spirv 1.4 for mesh shaders * Add vulkan mesh shader feature discovery * Add mesh shader stage bits to vk-util * Add mesh and task shader support to render-test * Add mesh and task tests * Preserve "payload" specifier in task shaders * Add mesh shader pipeline support to gfx * Add TODO * Add numThreads attribute for amplification stage * Add payload to task shader test * Drop dependency on d3dx12 * Allow passing payloads from task to mesh shaders * regenerate vs projects * check DispatchMesh name correctly * Add mesh shader tests to failing tests * Detect wave-ops feature on vulkan * Add fuse-product to expected failures This fails because the global varaible `count` is not initialized * Add required extension to WaveMaskMatch SPIR-V impl * Remove meshShader member from pipeline desc * Identify mesh shader support on d3d12
Diffstat (limited to 'source/slang/slang-emit.cpp')
-rw-r--r--source/slang/slang-emit.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/slang/slang-emit.cpp b/source/slang/slang-emit.cpp
index 4bee37746..543bb089d 100644
--- a/source/slang/slang-emit.cpp
+++ b/source/slang/slang-emit.cpp
@@ -806,9 +806,11 @@ Result linkAndOptimizeIR(
{
case CodeGenTarget::GLSL:
case CodeGenTarget::SPIRV:
+ case CodeGenTarget::SPIRVAssembly:
{
legalizeImageSubscriptForGLSL(irModule);
legalizeConstantBufferLoadForGLSL(irModule);
+ legalizeDispatchMeshPayloadForGLSL(irModule);
}
break;
default:
@@ -879,6 +881,10 @@ Result linkAndOptimizeIR(
//
// If any have survived this far, change them back to regular (decorated)
// arrays that the emitters can deal with.
+ //
+ // TODO: This is too early for the SPIR-V backend, which requires these
+ // types for when it calls legalizeEntryPointsForGLSL (later than GLSL does
+ // above)
legalizeMeshOutputTypes(irModule);
// We need to lower any types used in a buffer resource (e.g. ContantBuffer or StructuredBuffer) into