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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/render-test/render-test-main.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/render-test/render-test-main.cpp')
| -rw-r--r-- | tools/render-test/render-test-main.cpp | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/tools/render-test/render-test-main.cpp b/tools/render-test/render-test-main.cpp index c79f7be24..3bdcdba07 100644 --- a/tools/render-test/render-test-main.cpp +++ b/tools/render-test/render-test-main.cpp @@ -100,6 +100,7 @@ public: const ShaderCompilerUtil::Input& input); void runCompute(IComputeCommandEncoder* encoder); void renderFrame(IRenderCommandEncoder* encoder); + void renderFrameMesh(IRenderCommandEncoder* encoder); void finalize(); Result applyBinding(PipelineType pipelineType, ICommandEncoder* encoder); @@ -582,6 +583,14 @@ SlangResult RenderTestApp::initialize( m_pipelineState = device->createGraphicsPipelineState(desc); } break; + case Options::ShaderProgramType::GraphicsMeshCompute: + case Options::ShaderProgramType::GraphicsTaskMeshCompute: + { + GraphicsPipelineStateDesc desc; + desc.program = m_shaderProgram; + desc.framebufferLayout = m_framebufferLayout; + m_pipelineState = device->createGraphicsPipelineState(desc); + } } } // If success must have a pipeline state @@ -876,6 +885,17 @@ void RenderTestApp::setProjectionMatrix(IShaderObject* rootObject) .setData(info.identityProjectionMatrix, sizeof(float) * 16); } +void RenderTestApp::renderFrameMesh(IRenderCommandEncoder* encoder) +{ + auto pipelineType = PipelineType::Graphics; + applyBinding(pipelineType, encoder); + encoder->drawMeshTasks( + m_options.computeDispatchSize[0], + m_options.computeDispatchSize[1], + m_options.computeDispatchSize[2] + ); +} + void RenderTestApp::renderFrame(IRenderCommandEncoder* encoder) { auto pipelineType = PipelineType::Graphics; @@ -1009,7 +1029,11 @@ Result RenderTestApp::update() viewport.extentX = (float)gWindowWidth; viewport.extentY = (float)gWindowHeight; encoder->setViewportAndScissor(viewport); - renderFrame(encoder); + if(m_options.shaderType == Options::ShaderProgramType::GraphicsMeshCompute + || m_options.shaderType == Options::ShaderProgramType::GraphicsTaskMeshCompute) + renderFrameMesh(encoder); + else + renderFrame(encoder); encoder->endEncoding(); } commandBuffer->close(); @@ -1060,7 +1084,10 @@ Result RenderTestApp::update() if (m_options.outputPath.getLength()) { - if (m_options.shaderType == Options::ShaderProgramType::Compute || m_options.shaderType == Options::ShaderProgramType::GraphicsCompute) + if (m_options.shaderType == Options::ShaderProgramType::Compute + || m_options.shaderType == Options::ShaderProgramType::GraphicsCompute + || m_options.shaderType == Options::ShaderProgramType::GraphicsMeshCompute + || m_options.shaderType == Options::ShaderProgramType::GraphicsTaskMeshCompute) { auto request = m_compilationOutput.output.getRequestForReflection(); auto slangReflection = (slang::ShaderReflection*) spGetReflection(request); |
