Structures

VkPhysicalDeviceMeshShaderPropertiesNV

Structure describing mesh shading properties

The VkPhysicalDeviceMeshShaderPropertiesNV structure is defined as:

typedef struct VkPhysicalDeviceMeshShaderPropertiesNV {
    VkStructureType sType;
    void* pNext;
    uint32_t maxDrawMeshTasksCount;
    uint32_t maxTaskWorkGroupInvocations;
    uint32_t maxTaskWorkGroupSize[3];
    uint32_t maxTaskTotalMemorySize;
    uint32_t maxTaskOutputCount;
    uint32_t maxMeshWorkGroupInvocations;
    uint32_t maxMeshWorkGroupSize[3];
    uint32_t maxMeshTotalMemorySize;
    uint32_t maxMeshOutputVertices;
    uint32_t maxMeshOutputPrimitives;
    uint32_t maxMeshMultiviewViewCount;
    uint32_t meshOutputPerVertexGranularity;
    uint32_t meshOutputPerPrimitiveGranularity;
} VkPhysicalDeviceMeshShaderPropertiesNV;
  • sType is a VkStructureType value identifying this structure.
  • pNext is NULL or a pointer to a structure extending this structure.
  • maxDrawMeshTasksCount is the maximum number of local workgroups that can be launched by a single draw mesh tasks command. See Programmable Mesh Shading.
  • 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 the LocalSize or LocalSizeId execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.
  • maxTaskWorkGroupSize[3] is the maximum size of a local task workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize or LocalSizeId execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.
  • maxTaskTotalMemorySize is the maximum number of bytes that the task shader can use in total for shared and output memory combined.
  • maxTaskOutputCount is the maximum number of output tasks a single task shader workgroup can emit.
  • 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 the LocalSize or LocalSizeId execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.
  • maxMeshWorkGroupSize[3] is the maximum size of a local mesh workgroup. These three values represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize or LocalSizeId execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit.
  • maxMeshTotalMemorySize is the maximum number of bytes that the mesh shader can use in total for shared and output memory combined.
  • maxMeshOutputVertices is the maximum number of vertices a mesh shader output can store.
  • maxMeshOutputPrimitives is the maximum number of primitives a mesh shader output can store.
  • maxMeshMultiviewViewCount is the maximum number of multiview views a mesh shader can use.
  • meshOutputPerVertexGranularity is the granularity with which mesh vertex outputs are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to maxMeshTotalMemorySize.
  • meshOutputPerPrimitiveGranularity is the granularity with which mesh outputs qualified as per-primitive are allocated. The value can be used to compute the memory size used by the mesh shader, which must be less than or equal to maxMeshTotalMemorySize.

If the VkPhysicalDeviceMeshShaderPropertiesNV structure is included in the pNext chain of the VkPhysicalDeviceProperties2 structure passed to vkGetPhysicalDeviceProperties2, it is filled in with each corresponding implementation-dependent property.

Valid Usage (Implicit)

VUID-VkPhysicalDeviceMeshShaderPropertiesNV-sType-sType

sType must be VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_NV