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/render-test/options.h | |
| 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/render-test/options.h')
| -rw-r--r-- | tools/render-test/options.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/tools/render-test/options.h b/tools/render-test/options.h index c2466f671..e3b19c272 100644 --- a/tools/render-test/options.h +++ b/tools/render-test/options.h @@ -33,10 +33,18 @@ struct Options enum class ShaderProgramType { + // Vertex and Fragment shader, writing an image out Graphics, + // Compute shader, writing buffer contents out Compute, + // Vertex and Fragment shader, writing buffer contents out GraphicsCompute, + // Ray tracing shaders, writing buffer contents out RayTracing, + // Mesh and Fragment shader, writing buffer contents out + GraphicsMeshCompute, + // Task, Mesh and Fragment shader, writing buffer contents out + GraphicsTaskMeshCompute, }; Slang::String appName = "render-test"; |
