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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 /tools/gfx/d3d12/d3d12-command-encoder.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 'tools/gfx/d3d12/d3d12-command-encoder.cpp')
-rw-r--r--tools/gfx/d3d12/d3d12-command-encoder.cpp8
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(