summaryrefslogtreecommitdiff
path: root/tools/gfx/d3d12/d3d12-command-buffer.h
diff options
context:
space:
mode:
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 /tools/gfx/d3d12/d3d12-command-buffer.h
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 'tools/gfx/d3d12/d3d12-command-buffer.h')
-rw-r--r--tools/gfx/d3d12/d3d12-command-buffer.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/tools/gfx/d3d12/d3d12-command-buffer.h b/tools/gfx/d3d12/d3d12-command-buffer.h
index 0b24764c1..1cc6e8850 100644
--- a/tools/gfx/d3d12/d3d12-command-buffer.h
+++ b/tools/gfx/d3d12/d3d12-command-buffer.h
@@ -37,6 +37,7 @@ public:
ComPtr<ID3D12GraphicsCommandList> m_cmdList;
ComPtr<ID3D12GraphicsCommandList1> m_cmdList1;
ComPtr<ID3D12GraphicsCommandList4> m_cmdList4;
+ ComPtr<ID3D12GraphicsCommandList6> m_cmdList6;
BreakableReference<TransientResourceHeapImpl> m_transientHeap;
// Weak reference is fine here since `m_transientHeap` already holds strong reference to