{-# language CPP #-} -- | = Name -- -- VK_NV_mesh_shader - device extension -- -- == VK_NV_mesh_shader -- -- [__Name String__] -- @VK_NV_mesh_shader@ -- -- [__Extension Type__] -- Device extension -- -- [__Registered Extension Number__] -- 203 -- -- [__Revision__] -- 1 -- -- [__Extension and Version Dependencies__] -- -- - Requires Vulkan 1.0 -- -- - Requires @VK_KHR_get_physical_device_properties2@ -- -- [__Contact__] -- -- - Christoph Kubisch -- > > -- -- == Other Extension Metadata -- -- [__Last Modified Date__] -- 2018-07-19 -- -- [__Interactions and External Dependencies__] -- -- - This extension requires -- -- -- - This extension provides API support for -- -- -- [__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 -- , -- 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 -- -- - 'cmdDrawMeshTasksIndirectCountNV' -- -- - 'cmdDrawMeshTasksIndirectNV' -- -- - 'cmdDrawMeshTasksNV' -- -- == New Structures -- -- - 'DrawMeshTasksIndirectCommandNV' -- -- - Extending -- 'Vulkan.Core11.Promoted_From_VK_KHR_get_physical_device_properties2.PhysicalDeviceFeatures2', -- 'Vulkan.Core10.Device.DeviceCreateInfo': -- -- - 'PhysicalDeviceMeshShaderFeaturesNV' -- -- - Extending -- 'Vulkan.Core11.Promoted_From_VK_KHR_get_physical_device_properties2.PhysicalDeviceProperties2': -- -- - 'PhysicalDeviceMeshShaderPropertiesNV' -- -- == New Enum Constants -- -- - 'NV_MESH_SHADER_EXTENSION_NAME' -- -- - 'NV_MESH_SHADER_SPEC_VERSION' -- -- - Extending -- 'Vulkan.Core10.Enums.PipelineStageFlagBits.PipelineStageFlagBits': -- -- - 'Vulkan.Core10.Enums.PipelineStageFlagBits.PIPELINE_STAGE_MESH_SHADER_BIT_NV' -- -- - 'Vulkan.Core10.Enums.PipelineStageFlagBits.PIPELINE_STAGE_TASK_SHADER_BIT_NV' -- -- - Extending -- 'Vulkan.Core10.Enums.ShaderStageFlagBits.ShaderStageFlagBits': -- -- - 'Vulkan.Core10.Enums.ShaderStageFlagBits.SHADER_STAGE_MESH_BIT_NV' -- -- - 'Vulkan.Core10.Enums.ShaderStageFlagBits.SHADER_STAGE_TASK_BIT_NV' -- -- - Extending 'Vulkan.Core10.Enums.StructureType.StructureType': -- -- - 'Vulkan.Core10.Enums.StructureType.STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV' -- -- - 'Vulkan.Core10.Enums.StructureType.STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_NV' -- -- == New or Modified Built-In Variables -- -- - -- -- - -- -- - -- -- - -- -- - -- -- - -- -- - -- -- - -- -- - (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 -- -- 1. 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 -- -- 2. Do we need a new VkPrimitiveTopology? -- -- __RESOLVED__: No. We skip the InputAssembler stage. -- -- 3. Should we allow Instancing? -- -- __RESOLVED__: No. There is no fixed function input, other than the -- IDs. However, allow offsetting with a “first” value. -- -- 4. Should we use existing vkCmdDraw or introduce new functions? -- -- __RESOLVED__: Introduce new functions. -- -- New functions make it easier to separate from “programmable -- primitive shading” chapter, less “dual use” language about existing -- functions having alternative behavior. The text around the existing -- “draws” is heavily based around emitting vertices. -- -- 5. If new functions, how to name? -- -- __RESOLVED__: CmdDrawMeshTasks* -- -- Other options considered: -- -- - CmdDrawMeshed -- -- - CmdDrawTasked -- -- - CmdDrawGrouped -- -- 6. 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 -- dedicated “all 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 -- -- == See Also -- -- 'DrawMeshTasksIndirectCommandNV', 'PhysicalDeviceMeshShaderFeaturesNV', -- 'PhysicalDeviceMeshShaderPropertiesNV', -- 'cmdDrawMeshTasksIndirectCountNV', 'cmdDrawMeshTasksIndirectNV', -- 'cmdDrawMeshTasksNV' -- -- == Document Notes -- -- For more information, see the -- -- -- This page is a generated document. Fixes and changes should be made to -- the generator scripts, not directly. module Vulkan.Extensions.VK_NV_mesh_shader ( DrawMeshTasksIndirectCommandNV , PhysicalDeviceMeshShaderFeaturesNV , PhysicalDeviceMeshShaderPropertiesNV ) where import Vulkan.CStruct (FromCStruct) import Vulkan.CStruct (ToCStruct) import Data.Kind (Type) data DrawMeshTasksIndirectCommandNV instance ToCStruct DrawMeshTasksIndirectCommandNV instance Show DrawMeshTasksIndirectCommandNV instance FromCStruct DrawMeshTasksIndirectCommandNV data PhysicalDeviceMeshShaderFeaturesNV instance ToCStruct PhysicalDeviceMeshShaderFeaturesNV instance Show PhysicalDeviceMeshShaderFeaturesNV instance FromCStruct PhysicalDeviceMeshShaderFeaturesNV data PhysicalDeviceMeshShaderPropertiesNV instance ToCStruct PhysicalDeviceMeshShaderPropertiesNV instance Show PhysicalDeviceMeshShaderPropertiesNV instance FromCStruct PhysicalDeviceMeshShaderPropertiesNV