2019-10-06 12:42:12 -07:00
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include::{generated}/meta/VK_NV_mesh_shader.txt[]
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2018-09-15 18:35:16 -07:00
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*Last Modified Date*::
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2018-07-19
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*Contributors*::
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- Pat Brown, NVIDIA
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- Jeff Bolz, NVIDIA
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- Daniel Koch, NVIDIA
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- Piers Daniell, NVIDIA
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- Pierre Boudier, NVIDIA
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This extension provides a new mechanism allowing applications to generate
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collections of geometric primitives via programmable mesh shading.
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It is an alternative to the existing programmable primitive shading
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pipeline, which relied on generating input primitives by a fixed function
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assembler as well as fixed function vertex fetch.
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There are new programmable shader types -- the task and mesh shader -- to
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generate these collections to be processed by fixed-function primitive
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assembly and rasterization logic.
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When the task and mesh shaders are dispatched, they replace the standard
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programmable vertex processing pipeline, including vertex array attribute
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fetching, vertex shader processing, tessellation, and the geometry shader
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processing.
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This extension also adds support for the following SPIR-V extension in
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Vulkan:
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Change log for August 17, 2019 Vulkan 1.1.120 spec update:
* Update release number to 120.
Github Issues:
* Add slink:VkAccelerationStructureTypeNV explicitly to extension XML for
`<<VK_NV_ray_tracing>>` (public issue 848).
* Add missing valid usage statements for feature flags in
slink:VkCommandBufferInheritanceInfo (public pull request 1017).
Internal Issues:
* Clarify behavior of non-premultiplied destination colors for
`<<VK_EXT_blend_operation_advanced>>` prior to the definition of
slink:VkBlendOverlapEXT (internal issue 1766).
* Fix the confusing phrasing "`no other queue must: be (doing something)`"
for flink:vkQueuePresentKHR, flink:vkQueueSubmit, and
flink:vkQueueBindSparse (internal issue 1774).
* Add `<<VK_EXT_validation_features>>` flag to enable best practices
checks, which will soon be available in the validation layer (internal
issue 1779).
* Specify allowed characters for VUID tag name components in the style
guide (internal issue 1788).
* Update links to SPIR-V extension specifications, and parameterize their
markup in case the URLs change in the future (internal issue 1797).
* Fix an off-by-one error in the valid usage statement for
slink:VkPipelineExecutableInfoKHR (internal merge request 3303).
* Clean up markup indentation not matching the style guide (internal merge
request 3314).
* Minor script updates to allow refpage aliases, generate a dynamic TOC
for refpages, generate Apache rewrite rules for aliases, open external
links from refpages in a new window, and synchronize with the OpenCL
scripts. This will shortly enable a paned navigation setup for refpages,
similar to the OpenCL 2.2 refpages (internal merge request 3322).
* Script updates to add tests to the checker, refactor and reformat code,
generate better text for some valid usage statements, use more Pythonic
idioms, and synchronize with the OpenXR scripts (internal merge request
3239).
* Script updates and minor fixes in spec language to not raise checker
errors for refpage markup of pages not existing in the API, such as
VKAPI_NO_STDINT_H. Remove corresponding suppression of some
check_spec_links.py tests from .gitlab-ci.yml and 'allchecks' target
(internal merge request 3315).
2019-08-17 15:33:21 -07:00
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* {spirv}/NV/SPV_NV_mesh_shader.html[`SPV_NV_mesh_shader`]
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2018-09-15 18:35:16 -07:00
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=== New Object Types
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None.
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=== New Enum Constants
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* Extending elink:VkStructureType:
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_NV
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* Extending elink:VkShaderStageFlagBits
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** ename:VK_SHADER_STAGE_TASK_BIT_NV
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** ename:VK_SHADER_STAGE_MESH_BIT_NV
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* Extending elink:VkPipelineStageFlagBits
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** ename:VK_PIPELINE_STAGE_TASK_SHADER_BIT_NV
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** ename:VK_PIPELINE_STAGE_MESH_SHADER_BIT_NV
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=== New Enums
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None.
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=== New Structures
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* slink:VkPhysicalDeviceMeshShaderFeaturesNV
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* slink:VkPhysicalDeviceMeshShaderPropertiesNV
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* slink:VkDrawMeshTasksIndirectCommandNV
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=== New Functions
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* flink:vkCmdDrawMeshTasksNV
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* flink:vkCmdDrawMeshTasksIndirectNV
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* flink:vkCmdDrawMeshTasksIndirectCountNV
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=== New or Modified Built-In Variables
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* <<interfaces-builtin-variables-taskcount,TaskCountNV>>
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* <<interfaces-builtin-variables-primitivecount,PrimitiveCountNV>>
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* <<interfaces-builtin-variables-primitiveindices,PrimitiveIndicesNV>>
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* <<interfaces-builtin-variables-clipdistancepv,ClipDistancePerViewNV>>
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* <<interfaces-builtin-variables-culldistancepv,CullDistancePerViewNV>>
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* <<interfaces-builtin-variables-layerpv,LayerPerViewNV>>
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* <<interfaces-builtin-variables-meshviewcount,MeshViewCountNV>>
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* <<interfaces-builtin-variables-meshviewindices,MeshViewIndicesNV>>
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* (modified)code:Position
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* (modified)code:PointSize
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* (modified)code:ClipDistance
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* (modified)code:CullDistance
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* (modified)code:PrimitiveId
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* (modified)code:Layer
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* (modified)code:ViewportIndex
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* (modified)code:WorkgroupSize
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* (modified)code:WorkgroupId
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* (modified)code:LocalInvocationId
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* (modified)code:GlobalInvocationId
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* (modified)code:LocalInvocationIndex
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* (modified)code:DrawIndex
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* (modified)code:ViewportMaskNV
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* (modified)code:PositionPerViewNV
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* (modified)code:ViewportMaskPerViewNV
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=== New SPIR-V Capability
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* <<spirvenv-capabilities-table-meshshading,MeshShadingNV>>
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=== Issues
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. How to name this extension?
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+
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--
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RESOLVED: VK_NV_mesh_shader
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Other options considered:
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* VK_NV_mesh_shading
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* VK_NV_programmable_mesh_shading
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* VK_NV_primitive_group_shading
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* VK_NV_grouped_drawing
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--
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. Do we need a new VkPrimitiveTopology?
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+
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--
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RESOLVED: NO, we skip the InputAssembler stage
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--
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. Should we allow Instancing?
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--
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RESOLVED: NO, there is no fixed function input, other than the IDs.
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However, allow offsetting with a "first" value.
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--
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. Should we use existing vkCmdDraw or introduce new functions?
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+
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--
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RESOLVED: Introduce new functions.
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New functions make it easier to separate from "programmable primitive
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shading" chapter, less "dual use" language about existing functions having
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alternative behavior.
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The text around the existing "draws" is heavily based around emitting
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vertices.
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--
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. If new functions, how to name?
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--
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RESOLVED: CmdDrawMeshTasks*
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Other options considered:
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* CmdDrawMeshed
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* CmdDrawTasked
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* CmdDrawGrouped
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--
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. Should VK_SHADER_STAGE_ALL_GRAPHICS be updated to include the new stages?
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--
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RESOLVED: No.
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If an application were to be recompiled with headers that include additional
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shader stage bits in VK_SHADER_STAGE_ALL_GRAPHICS, then the previously valid
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application would no longer be valid on implementations that don't support
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mesh or task shaders.
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This means the change would not be backwards compatible.
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It's too bad VkShaderStageFlagBits doesn't have a dedicated "all supported
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graphics stages" bit like VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, which would
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have avoided this problem.
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--
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=== Version History
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* Revision 1, 2018-07-19 (Christoph Kubisch, Daniel Koch)
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- Internal revisions
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