diff options
| author | Ellie Hermaszewska <ellieh@nvidia.com> | 2023-09-12 11:13:11 +0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-11 20:13:11 -0700 |
| commit | 09854a4596019ddb3bb315b8836b5c88e718cdc7 (patch) | |
| tree | 1556ae3e00da0fac91343f159b52cee1231a7fab /tools/gfx/d3d12/d3d12-command-encoder.cpp | |
| parent | 87bb0b503544f1b8c6ec818e25c695b31cda24b7 (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-encoder.cpp')
| -rw-r--r-- | tools/gfx/d3d12/d3d12-command-encoder.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/tools/gfx/d3d12/d3d12-command-encoder.cpp b/tools/gfx/d3d12/d3d12-command-encoder.cpp index 167c464d6..e4d03193b 100644 --- a/tools/gfx/d3d12/d3d12-command-encoder.cpp +++ b/tools/gfx/d3d12/d3d12-command-encoder.cpp @@ -41,6 +41,7 @@ void PipelineCommandEncoder::init(CommandBufferImpl* commandBuffer) { m_commandBuffer = commandBuffer; m_d3dCmdList = m_commandBuffer->m_cmdList; + m_d3dCmdList6 = m_commandBuffer->m_cmdList6; m_renderer = commandBuffer->m_renderer; m_transientHeap = commandBuffer->m_transientHeap; m_device = commandBuffer->m_renderer->m_device; @@ -1185,6 +1186,13 @@ Result RenderCommandEncoderImpl::drawIndexedInstanced( return SLANG_OK; } +Result RenderCommandEncoderImpl::drawMeshTasks(int x, int y, int z) +{ + SLANG_RETURN_ON_FAIL(prepareDraw()); + m_d3dCmdList6->DispatchMesh(x, y, z); + return SLANG_OK; +} + void ComputeCommandEncoderImpl::endEncoding() { PipelineCommandEncoder::endEncodingImpl(); } void ComputeCommandEncoderImpl::init( |
