VK_NV_mesh_shader
Other Extension Metadata
Last Modified Date
2018-07-19
Interactions and External Dependencies
- This extension provides API support for
GLSL_NV_mesh_shader
Contributors
- Pat Brown, NVIDIA
- Jeff Bolz, NVIDIA
- Daniel Koch, NVIDIA
- Piers Daniell, NVIDIA
- Pierre Boudier, NVIDIA
Description
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.
There are new programmable shader types — the task and mesh shader — to generate these collections to be processed by fixed-function primitive assembly and rasterization logic. When task and mesh shaders are dispatched, they replace the core pre-rasterization stages, including vertex array attribute fetching, vertex shader processing, tessellation, and geometry shader processing.
This extension also adds support for the following SPIR-V extension in Vulkan:
New Commands
New Structures
- VkDrawMeshTasksIndirectCommandNV
- Extending VkPhysicalDeviceFeatures2, VkDeviceCreateInfo:
- Extending VkPhysicalDeviceProperties2:
New Enum Constants
VK_NV_MESH_SHADER_EXTENSION_NAME
VK_NV_MESH_SHADER_SPEC_VERSION
- Extending VkPipelineStageFlagBits:
VK_PIPELINE_STAGE_MESH_SHADER_BIT_NV
VK_PIPELINE_STAGE_TASK_SHADER_BIT_NV
- Extending VkShaderStageFlagBits:
VK_SHADER_STAGE_MESH_BIT_NV
VK_SHADER_STAGE_TASK_BIT_NV
- Extending VkStructureType:
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_NV
If VK_EXT_device_generated_commands is supported:
- Extending VkIndirectCommandsTokenTypeEXT:
VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_MESH_TASKS_COUNT_NV_EXT
VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_MESH_TASKS_NV_EXT
New or Modified Built-In Variables
- TaskCountNV
- PrimitiveCountNV
- PrimitiveIndicesNV
- ClipDistancePerViewNV
- CullDistancePerViewNV
- LayerPerViewNV
- MeshViewCountNV
- MeshViewIndicesNV
- (modified)
Position
- (modified)
PointSize
- (modified)
ClipDistance
- (modified)
CullDistance
- (modified)
PrimitiveId
- (modified)
Layer
- (modified)
ViewportIndex
- (modified)
WorkgroupSize
- (modified)
WorkgroupId
- (modified)
LocalInvocationId
- (modified)
GlobalInvocationId
- (modified)
LocalInvocationIndex
- (modified)
DrawIndex
- (modified)
ViewportMaskNV
- (modified)
PositionPerViewNV
- (modified)
ViewportMaskPerViewNV
New SPIR-V Capability
Issues
- How to name this extension?
RESOLVED: VK_NV_mesh_shader
Other options considered:- VK_NV_mesh_shading
- VK_NV_programmable_mesh_shading
- VK_NV_primitive_group_shading
- VK_NV_grouped_drawing
- Do we need a new VkPrimitiveTopology?
RESOLVED: No. We skip the InputAssembler stage. - Should we allow Instancing?
RESOLVED: No. There is no fixed function input, other than the IDs. However, allow offsetting with afirst
value. - Should we use existing vkCmdDraw or introduce new functions?
RESOLVED: Introduce new functions.
New functions make it easier to separate fromprogrammable primitive shading
chapter, lessdual use
language about existing functions having alternative behavior. The text around the existingdraws
is heavily based around emitting vertices. - If new functions, how to name?
RESOLVED: CmdDrawMeshTasks*
Other options considered:- CmdDrawMeshed
- CmdDrawTasked
- CmdDrawGrouped
- Should VK_SHADER_STAGE_ALL_GRAPHICS be updated to include the new stages?
RESOLVED: No. If an application were to be recompiled with headers that include additional shader stage bits in VK_SHADER_STAGE_ALL_GRAPHICS, then the previously valid application would no longer be valid on implementations that do not support mesh or task shaders. This means the change would not be backwards compatible. It is too bad VkShaderStageFlagBits does not have a dedicatedall supported graphics stages
bit like VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, which would have avoided this problem.
Version History
- Revision 1, 2018-07-19 (Christoph Kubisch, Daniel Koch)
- Internal revisions