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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/debug-layer/debug-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/debug-layer/debug-command-encoder.cpp')
-rw-r--r--tools/gfx/debug-layer/debug-command-encoder.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/tools/gfx/debug-layer/debug-command-encoder.cpp b/tools/gfx/debug-layer/debug-command-encoder.cpp
index 3ddd6401f..b7b06c2f4 100644
--- a/tools/gfx/debug-layer/debug-command-encoder.cpp
+++ b/tools/gfx/debug-layer/debug-command-encoder.cpp
@@ -203,6 +203,12 @@ Result DebugRenderCommandEncoder::drawIndexedInstanced(
indexCount, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
}
+Result DebugRenderCommandEncoder::drawMeshTasks(int x, int y, int z)
+{
+ SLANG_GFX_API_FUNC;
+ return baseObject->drawMeshTasks(x, y, z);
+}
+
void DebugResourceCommandEncoder::endEncoding()
{
SLANG_GFX_API_FUNC;