Structures
VkPhysicalDeviceMeshShaderPropertiesEXT
Structure describing mesh shading properties
The VkPhysicalDeviceMeshShaderPropertiesEXT
structure is defined as:
typedef struct VkPhysicalDeviceMeshShaderPropertiesEXT {
VkStructureType sType;
void* pNext;
uint32_t maxTaskWorkGroupTotalCount;
uint32_t maxTaskWorkGroupCount[3];
uint32_t maxTaskWorkGroupInvocations;
uint32_t maxTaskWorkGroupSize[3];
uint32_t maxTaskPayloadSize;
uint32_t maxTaskSharedMemorySize;
uint32_t maxTaskPayloadAndSharedMemorySize;
uint32_t maxMeshWorkGroupTotalCount;
uint32_t maxMeshWorkGroupCount[3];
uint32_t maxMeshWorkGroupInvocations;
uint32_t maxMeshWorkGroupSize[3];
uint32_t maxMeshSharedMemorySize;
uint32_t maxMeshPayloadAndSharedMemorySize;
uint32_t maxMeshOutputMemorySize;
uint32_t maxMeshPayloadAndOutputMemorySize;
uint32_t maxMeshOutputComponents;
uint32_t maxMeshOutputVertices;
uint32_t maxMeshOutputPrimitives;
uint32_t maxMeshOutputLayers;
uint32_t maxMeshMultiviewViewCount;
uint32_t meshOutputPerVertexGranularity;
uint32_t meshOutputPerPrimitiveGranularity;
uint32_t maxPreferredTaskWorkGroupInvocations;
uint32_t maxPreferredMeshWorkGroupInvocations;
VkBool32 prefersLocalInvocationVertexOutput;
VkBool32 prefersLocalInvocationPrimitiveOutput;
VkBool32 prefersCompactVertexOutput;
VkBool32 prefersCompactPrimitiveOutput;
} VkPhysicalDeviceMeshShaderPropertiesEXT;
The members of the VkPhysicalDeviceMeshShaderPropertiesEXT
structure
describe the following implementation-dependent limits:
sType
is a VkStructureType value identifying this structure.pNext
isNULL
or a pointer to a structure extending this structure.-
maxTaskWorkGroupTotalCount
is the maximum number of total local workgroups that can be launched by a single mesh tasks drawing command. See Programmable Mesh Shading. -
maxTaskWorkGroupCount
[3] is the maximum number of local workgroups that can be launched by a single mesh tasks drawing command. These three values represent the maximum number of local workgroups for the X, Y, and Z dimensions, respectively. The workgroup count parameters to the drawing commands must be less than or equal to the corresponding limit. The product of these dimensions must be less than or equal tomaxTaskWorkGroupTotalCount
. -
maxTaskWorkGroupInvocations
is the maximum total number of task shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by theLocalSize
orLocalSizeId
execution mode in shader modules or by the object decorated by theWorkgroupSize
decoration, must be less than or equal to this limit. -
maxTaskWorkGroupSize
[3] is the maximum size of a local task workgroup, per dimension. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. Thex
,y
, andz
sizes, as specified by theLocalSize
orLocalSizeId
execution mode or by the object decorated by theWorkgroupSize
decoration in shader modules, must be less than or equal to the corresponding limit. -
maxTaskPayloadSize
is the maximum total storage size, in bytes, available for variables declared with theTaskPayloadWorkgroupEXT
storage class in shader modules in the task shader stage. -
maxTaskSharedMemorySize
is the maximum total storage size, in bytes, available for variables declared with theWorkgroup
storage class in shader modules in the task shader stage. maxTaskPayloadAndSharedMemorySize
is the maximum total storage size, in bytes, available for variables that are declared with theTaskPayloadWorkgroupEXT
orWorkgroup
storage class, in shader modules in the task shader stage.-
maxMeshWorkGroupTotalCount
is the maximum number of local output tasks a single task shader workgroup can emit. -
maxMeshWorkGroupCount
[3] is the maximum number of local output tasks a single task shader workgroup can emit, per dimension. These three values represent the maximum number of local output tasks for the X, Y, and Z dimensions, respectively. The workgroup count parameters to theOpEmitMeshTasksEXT
must be less than or equal to the corresponding limit. The product of these dimensions must be less than or equal tomaxMeshWorkGroupTotalCount
. -
maxMeshWorkGroupInvocations
is the maximum total number of mesh shader invocations in a single local workgroup. The product of the X, Y, and Z sizes, as specified by theLocalSize
orLocalSizeId
execution mode in shader modules or by the object decorated by theWorkgroupSize
decoration, must be less than or equal to this limit. -
maxMeshWorkGroupSize
[3] is the maximum size of a local mesh workgroup, per dimension. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. Thex
,y
, andz
sizes, as specified by theLocalSize
orLocalSizeId
execution mode or by the object decorated by theWorkgroupSize
decoration in shader modules, must be less than or equal to the corresponding limit. -
maxMeshSharedMemorySize
is the maximum total storage size, in bytes, available for variables declared with theWorkgroup
storage class in shader modules in the mesh shader stage. maxMeshPayloadAndSharedMemorySize
is the maximum total storage size, in bytes, available for variables that are declared with theTaskPayloadWorkgroupEXT
orWorkgroup
storage class in shader modules in the mesh shader stage.-
maxMeshOutputMemorySize
is the maximum total storage size, in bytes, available for output variables in shader modules in the mesh shader stage, according to the formula in Mesh Shader Output. maxMeshPayloadAndOutputMemorySize
is the maximum total storage size, in bytes, available for variables that are declared with theTaskPayloadWorkgroupEXT
storage class, or output variables in shader modules in the mesh shader stage, according to the formula in Mesh Shader Output.-
maxMeshOutputComponents
is the maximum number of components of output variables which can be output from the mesh shader stage. -
maxMeshOutputVertices
is the maximum number of vertices which can be emitted by a single mesh shader workgroup. -
maxMeshOutputPrimitives
is the maximum number of primitives which can be emitted by a single mesh shader workgroup. -
maxMeshOutputLayers
is one greater than the maximum layer index that can be output from the mesh shader stage. -
maxMeshMultiviewViewCount
is one greater than the maximum view index that can be used by any mesh shader. meshOutputPerVertexGranularity
is the granularity of vertex allocation. The number of output vertices allocated for the mesh shader stage is padded to a multiple of this number. The value can be used to calculate the required storage size for output variables in shader modules in the mesh shader stage, which must be less than or equal tomaxMeshOutputMemorySize
.meshOutputPerPrimitiveGranularity
is the granularity of primitive allocation. The number of output primitives allocated for the mesh shader stage is padded to a multiple of this number. The value can be used to calculate the required storage size for output variables in shader modules in the mesh shader stage, which must be less than or equal tomaxMeshOutputMemorySize
.maxPreferredTaskWorkGroupInvocations
is the maximum number of task shader invocations in a single workgroup that is preferred by the implementation for optimal performance. The value is guaranteed to be a multiple of a supported subgroup size for the task shader stage.maxPreferredMeshWorkGroupInvocations
is the maximum number of mesh shader invocations in a single workgroup that is preferred by the implementation for optimal performance. The value is guaranteed to be a multiple of a supported subgroup size for the mesh shader stage.prefersLocalInvocationVertexOutput
specifies whether writes to the vertex output array in a mesh shader yield best performance when the array index matchesLocalInvocationIndex
.prefersLocalInvocationPrimitiveOutput
specifies whether writes to the primitive output array in a mesh shader yield best performance when the array index matchesLocalInvocationIndex
.-
prefersCompactVertexOutput
specifies whether output vertices should be compacted after custom culling in the mesh shader for best performance, otherwise keeping the vertices at their original location may be better. prefersCompactPrimitiveOutput
specifies whether output primitives should be compacted after custom culling in the mesh shader for best performance, otherwise the use ofCullPrimitiveEXT
may be better.
If the VkPhysicalDeviceMeshShaderPropertiesEXT
structure is included
in the pNext
chain of VkPhysicalDeviceProperties2, it is filled
with the implementation-dependent limits.
Valid Usage (Implicit)
VUID-VkPhysicalDeviceMeshShaderPropertiesEXT-sType-sType
sType
must be VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_EXT