- Last Modified Date
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2022-01-20
- Interactions and External Dependencies
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This extension requires {spirv}/EXT/SPV_EXT_mesh_shader.html[
SPV_EXT_mesh_shader
] -
This extension provides API support for
GLSL_EXT_mesh_shader
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Interacts with Vulkan 1.1
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Interacts with
apiext:VK_KHR_multiview
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Interacts with
apiext:VK_KHR_fragment_shading_rate
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- Contributors
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Christoph Kubisch, NVIDIA
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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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Patrick Mours, NVIDIA
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David Zhao Akeley, NVIDIA
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Kedarnath Thangudu, NVIDIA
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Timur Kristóf, Valve
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Hans-Kristian Arntzen, Valve
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Philip Rebohle, Valve
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Mike Blumenkrantz, Valve
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Slawomir Grajewski, Intel
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Michal Pietrasiuk, Intel
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Mariusz Merecki, Intel
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Tom Olson, ARM
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Jan-Harald Fredriksen, ARM
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Sandeep Kakarlapudi, ARM
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Ruihao Zhang, QUALCOMM
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Ricardo Garcia, Igalia, S.L.
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Tobias Hector, AMD
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Stu Smith, AMD
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This extension provides a new mechanism allowing applications to generate collections of geometric primitives via programmable mesh shading. It is an alternative to the existing programmable primitive shading pipeline, which relied on generating input primitives by a fixed function assembler as well as fixed function vertex fetch.
This extension also adds support for the following SPIR-V extension in Vulkan:
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{spirv}/EXT/SPV_EXT_mesh_shader.html[
SPV_EXT_mesh_shader
]
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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:NumWorkgroups
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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:NumSubgroups
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(modified)code:SubgroupId
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(modified)code:DrawIndex
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(modified)code:PrimitiveShadingRateKHR
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(modified)code:ViewIndex