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| 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/renderer-shared.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/renderer-shared.cpp')
| -rw-r--r-- | tools/gfx/renderer-shared.cpp | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/tools/gfx/renderer-shared.cpp b/tools/gfx/renderer-shared.cpp index 1e4cbb2f4..5111edee5 100644 --- a/tools/gfx/renderer-shared.cpp +++ b/tools/gfx/renderer-shared.cpp @@ -1054,6 +1054,26 @@ Result ShaderProgramBase::createShaderModule( return SLANG_OK; } +bool ShaderProgramBase::isMeshShaderProgram() const +{ + // Similar to above, interrogate either explicity specified entry point + // componenets or the ones in the linked program entry point array + if(linkedEntryPoints.getCount()) + { + for(const auto& e : linkedEntryPoints) + if(e->getLayout()->getEntryPointByIndex(0)->getStage() == SLANG_STAGE_MESH) + return true; + } + else + { + const auto programReflection = linkedProgram->getLayout(); + for(SlangUInt i = 0; i < programReflection->getEntryPointCount(); ++i) + if(programReflection->getEntryPointByIndex(i)->getStage() == SLANG_STAGE_MESH) + return true; + } + return false; +} + Result RendererBase::maybeSpecializePipeline( PipelineStateBase* currentPipeline, ShaderObjectBase* rootObject, |
