vulkan-3.8.1: Bindings to the Vulkan graphics API.
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LanguageHaskell2010

Vulkan.Extensions.VK_NV_mesh_shader

Description

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

Other Extension Metadata

Last Modified Date
2018-07-19
Interactions and External Dependencies
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 the task and mesh shaders are dispatched, they replace the standard programmable vertex processing pipeline, including vertex array attribute fetching, vertex shader processing, tessellation, and the geometry shader processing.

This extension also adds support for the following SPIR-V extension in Vulkan:

New Commands

New Structures

New Enum Constants

New or Modified Built-In Variables

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
  1. Do we need a new VkPrimitiveTopology?

    RESOLVED: NO, we skip the InputAssembler stage

  2. Should we allow Instancing?

    RESOLVED: NO, there is no fixed function input, other than the IDs. However, allow offsetting with a "first" value.

  3. 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.

  4. If new functions, how to name?

    RESOLVED: CmdDrawMeshTasks*

    Other options considered:

    • CmdDrawMeshed
    • CmdDrawTasked
    • CmdDrawGrouped
  5. 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 don’t support mesh or task shaders. This means the change would not be backwards compatible. It’s too bad VkShaderStageFlagBits doesn’t 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 Vulkan Specification

This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.

Synopsis

Documentation

cmdDrawMeshTasksNV Source #

Arguments

:: forall io. MonadIO io 
=> CommandBuffer

commandBuffer is the command buffer into which the command will be recorded.

-> ("taskCount" ::: Word32)

taskCount is the number of local workgroups to dispatch in the X dimension. Y and Z dimension are implicitly set to one.

-> ("firstTask" ::: Word32)

firstTask is the X component of the first workgroup ID.

-> io () 

vkCmdDrawMeshTasksNV - Draw mesh task work items

Description

When the command is executed, a global workgroup consisting of taskCount local workgroups is assembled.

Valid Usage

Valid Usage (Implicit)

  • commandBuffer must be in the recording state
  • The CommandPool that commandBuffer was allocated from must support graphics operations
  • This command must only be called inside of a render pass instance

Host Synchronization

  • Host access to commandBuffer must be externally synchronized
  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer Levels Render Pass Scope Supported Queue Types Pipeline Type
Primary Secondary Inside Graphics Graphics

See Also

CommandBuffer

cmdDrawMeshTasksIndirectNV Source #

Arguments

:: forall io. MonadIO io 
=> CommandBuffer

commandBuffer is the command buffer into which the command is recorded.

-> Buffer

buffer is the buffer containing draw parameters.

-> ("offset" ::: DeviceSize)

offset is the byte offset into buffer where parameters begin.

-> ("drawCount" ::: Word32)

drawCount is the number of draws to execute, and can be zero.

-> ("stride" ::: Word32)

stride is the byte stride between successive sets of draw parameters.

-> io () 

vkCmdDrawMeshTasksIndirectNV - Issue an indirect mesh tasks draw into a command buffer

Description

cmdDrawMeshTasksIndirectNV behaves similarly to cmdDrawMeshTasksNV except that the parameters are read by the device from a buffer during execution. drawCount draws are executed by the command, with parameters taken from buffer starting at offset and increasing by stride bytes for each successive draw. The parameters of each draw are encoded in an array of DrawMeshTasksIndirectCommandNV structures. If drawCount is less than or equal to one, stride is ignored.

Valid Usage

Valid Usage (Implicit)

  • buffer must be a valid Buffer handle
  • commandBuffer must be in the recording state
  • The CommandPool that commandBuffer was allocated from must support graphics operations
  • This command must only be called inside of a render pass instance
  • Both of buffer, and commandBuffer must have been created, allocated, or retrieved from the same Device

Host Synchronization

  • Host access to commandBuffer must be externally synchronized
  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer Levels Render Pass Scope Supported Queue Types Pipeline Type
Primary Secondary Inside Graphics Graphics

See Also

Buffer, CommandBuffer, DeviceSize

cmdDrawMeshTasksIndirectCountNV Source #

Arguments

:: forall io. MonadIO io 
=> CommandBuffer

commandBuffer is the command buffer into which the command is recorded.

-> Buffer

buffer is the buffer containing draw parameters.

-> ("offset" ::: DeviceSize)

offset is the byte offset into buffer where parameters begin.

-> ("countBuffer" ::: Buffer)

countBuffer is the buffer containing the draw count.

-> ("countBufferOffset" ::: DeviceSize)

countBufferOffset is the byte offset into countBuffer where the draw count begins.

-> ("maxDrawCount" ::: Word32)

maxDrawCount specifies the maximum number of draws that will be executed. The actual number of executed draw calls is the minimum of the count specified in countBuffer and maxDrawCount.

-> ("stride" ::: Word32)

stride is the byte stride between successive sets of draw parameters.

-> io () 

vkCmdDrawMeshTasksIndirectCountNV - Perform an indirect mesh tasks draw with the draw count sourced from a buffer

Description

cmdDrawMeshTasksIndirectCountNV behaves similarly to cmdDrawMeshTasksIndirectNV except that the draw count is read by the device from a buffer during execution. The command will read an unsigned 32-bit integer from countBuffer located at countBufferOffset and use this as the draw count.

Valid Usage

Valid Usage (Implicit)

  • buffer must be a valid Buffer handle
  • countBuffer must be a valid Buffer handle
  • commandBuffer must be in the recording state
  • The CommandPool that commandBuffer was allocated from must support graphics operations
  • This command must only be called inside of a render pass instance
  • Each of buffer, commandBuffer, and countBuffer must have been created, allocated, or retrieved from the same Device

Host Synchronization

  • Host access to commandBuffer must be externally synchronized
  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer Levels Render Pass Scope Supported Queue Types Pipeline Type
Primary Secondary Inside Graphics Graphics

See Also

Buffer, CommandBuffer, DeviceSize

data PhysicalDeviceMeshShaderFeaturesNV Source #

VkPhysicalDeviceMeshShaderFeaturesNV - Structure describing mesh shading features that can be supported by an implementation

Description

If the PhysicalDeviceMeshShaderFeaturesNV structure is included in the pNext chain of PhysicalDeviceFeatures2, it is filled with a value indicating whether the feature is supported. PhysicalDeviceMeshShaderFeaturesNV can also be included in pNext chain of DeviceCreateInfo to enable the features.

Valid Usage (Implicit)

See Also

Bool32, StructureType

Constructors

PhysicalDeviceMeshShaderFeaturesNV 

Fields

  • taskShader :: Bool

    taskShader indicates whether the task shader stage is supported.

  • meshShader :: Bool

    meshShader indicates whether the mesh shader stage is supported.

Instances

Instances details
Eq PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Show PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Storable PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

FromCStruct PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

ToCStruct PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Zero PhysicalDeviceMeshShaderFeaturesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

data PhysicalDeviceMeshShaderPropertiesNV Source #

VkPhysicalDeviceMeshShaderPropertiesNV - Structure describing mesh shading properties

Members

The members of the PhysicalDeviceMeshShaderPropertiesNV structure describe the following implementation-dependent limits:

Description

If the PhysicalDeviceMeshShaderPropertiesNV structure is included in the pNext chain of PhysicalDeviceProperties2, it is filled with the implementation-dependent limits.

Valid Usage (Implicit)

See Also

StructureType

Constructors

PhysicalDeviceMeshShaderPropertiesNV 

Fields

  • maxDrawMeshTasksCount :: Word32

    maxDrawMeshTasksCount is the maximum number of local workgroups that can be launched by a single draw mesh tasks command. See https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html#drawing-mesh-shading.

  • maxTaskWorkGroupInvocations :: Word32

    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 execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.

  • maxTaskWorkGroupSize :: (Word32, Word32, Word32)

    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 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 :: Word32

    maxTaskTotalMemorySize is the maximum number of bytes that the task shader can use in total for shared and output memory combined.

  • maxTaskOutputCount :: Word32

    maxTaskOutputCount is the maximum number of output tasks a single task shader workgroup can emit.

  • maxMeshWorkGroupInvocations :: Word32

    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 execution mode in shader modules or by the object decorated by the WorkgroupSize decoration, must be less than or equal to this limit.

  • maxMeshWorkGroupSize :: (Word32, Word32, Word32)

    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 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 :: Word32

    maxMeshTotalMemorySize is the maximum number of bytes that the mesh shader can use in total for shared and output memory combined.

  • maxMeshOutputVertices :: Word32

    maxMeshOutputVertices is the maximum number of vertices a mesh shader output can store.

  • maxMeshOutputPrimitives :: Word32

    maxMeshOutputPrimitives is the maximum number of primitives a mesh shader output can store.

  • maxMeshMultiviewViewCount :: Word32

    maxMeshMultiviewViewCount is the maximum number of multi-view views a mesh shader can use.

  • meshOutputPerVertexGranularity :: Word32

    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 :: Word32

    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.

Instances

Instances details
Eq PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Show PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Storable PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

FromCStruct PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

ToCStruct PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Zero PhysicalDeviceMeshShaderPropertiesNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

data DrawMeshTasksIndirectCommandNV Source #

VkDrawMeshTasksIndirectCommandNV - Structure specifying a mesh tasks draw indirect command

Description

The members of DrawMeshTasksIndirectCommandNV have the same meaning as the similarly named parameters of cmdDrawMeshTasksNV.

Valid Usage

See Also

cmdDrawMeshTasksIndirectNV

Constructors

DrawMeshTasksIndirectCommandNV 

Fields

Instances

Instances details
Eq DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Show DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Storable DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

FromCStruct DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

ToCStruct DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

Zero DrawMeshTasksIndirectCommandNV Source # 
Instance details

Defined in Vulkan.Extensions.VK_NV_mesh_shader

pattern NV_MESH_SHADER_SPEC_VERSION :: forall a. Integral a => a Source #

type NV_MESH_SHADER_EXTENSION_NAME = "VK_NV_mesh_shader" Source #

pattern NV_MESH_SHADER_EXTENSION_NAME :: forall a. (Eq a, IsString a) => a Source #