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/slang-support.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/slang-support.cpp')
| -rw-r--r-- | tools/render-test/slang-support.cpp | 35 |
1 files changed, 32 insertions, 3 deletions
diff --git a/tools/render-test/slang-support.cpp b/tools/render-test/slang-support.cpp index 54f1b94a1..d9d8ddb45 100644 --- a/tools/render-test/slang-support.cpp +++ b/tools/render-test/slang-support.cpp @@ -20,6 +20,8 @@ static const char vertexEntryPointName[] = "vertexMain"; static const char fragmentEntryPointName[] = "fragmentMain"; static const char computeEntryPointName[] = "computeMain"; static const char rtEntryPointName[] = "raygenMain"; +static const char taskEntryPointName[] = "taskMain"; +static const char meshEntryPointName[] = "meshMain"; gfx::StageType translateStage(SlangStage slangStage) { @@ -421,7 +423,10 @@ void ShaderCompilerUtil::Output::reset() // if( !options.dontAddDefaultEntryPoints ) { - if (shaderType == Options::ShaderProgramType::Graphics || shaderType == Options::ShaderProgramType::GraphicsCompute) + switch(shaderType) + { + case Options::ShaderProgramType::Graphics: + case Options::ShaderProgramType::GraphicsCompute: { ShaderCompileRequest::EntryPoint vertexEntryPoint; vertexEntryPoint.name = vertexEntryPointName; @@ -433,7 +438,29 @@ void ShaderCompilerUtil::Output::reset() fragmentEntryPoint.slangStage = SLANG_STAGE_FRAGMENT; compileRequest.entryPoints.add(fragmentEntryPoint); } - else if( shaderType == Options::ShaderProgramType::RayTracing ) + break; + case Options::ShaderProgramType::GraphicsTaskMeshCompute: + { + ShaderCompileRequest::EntryPoint taskEntryPoint; + taskEntryPoint.name = taskEntryPointName; + taskEntryPoint.slangStage = SLANG_STAGE_AMPLIFICATION; + compileRequest.entryPoints.add(taskEntryPoint); + } + [[fallthrough]]; + case Options::ShaderProgramType::GraphicsMeshCompute: + { + ShaderCompileRequest::EntryPoint meshEntryPoint; + meshEntryPoint.name = meshEntryPointName; + meshEntryPoint.slangStage = SLANG_STAGE_MESH; + compileRequest.entryPoints.add(meshEntryPoint); + + ShaderCompileRequest::EntryPoint fragmentEntryPoint; + fragmentEntryPoint.name = fragmentEntryPointName; + fragmentEntryPoint.slangStage = SLANG_STAGE_FRAGMENT; + compileRequest.entryPoints.add(fragmentEntryPoint); + } + break; + case Options::ShaderProgramType::RayTracing: { // Note: Current GPU ray tracing pipelines allow for an // almost arbitrary mix of entry points for different stages @@ -445,13 +472,15 @@ void ShaderCompilerUtil::Output::reset() // instead rely on `[shader(...)]` annotations to tell us // what entry points are present in the input code. } - else + break; + default: { ShaderCompileRequest::EntryPoint computeEntryPoint; computeEntryPoint.name = computeEntryPointName; computeEntryPoint.slangStage = SLANG_STAGE_COMPUTE; compileRequest.entryPoints.add(computeEntryPoint); } + } } compileRequest.globalSpecializationArgs = layout.globalSpecializationArgs; compileRequest.entryPointSpecializationArgs = layout.entryPointSpecializationArgs; |
