summaryrefslogtreecommitdiffstats
path: root/tools/gfx/renderer-shared.cpp
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/renderer-shared.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/renderer-shared.cpp')
-rw-r--r--tools/gfx/renderer-shared.cpp20
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,