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feature: mesh shadersIssues with the Mesh Shading Native FeatureIssues with the Mesh Shading Native Featuretype: trackingNot a bug or an enhancementNot a bug or an enhancement
Description
Replaces #3018.
Progress
Current open PR(s) and other work
- Naga mesh shader SPIR-V writer #8456
- Naga mesh shader WGSL writer #8481 by @Slightlyclueless
- MSL writer for mesh shaders #8493
- New mesh shader limits #8507
naga
- Add mesh, task shaders to naga shader types so
wgpu-halcan stop pretending they are compute shaders - Add mesh shader stages to wgt::ShaderStages and naga::ShaderStage #7292 - Support in WGSL frontend - WGSL parsing for mesh shaders #8370
- Add robust testing of mesh shader related parsing and validation errors #8517
- Validation - New mesh shader limits #8507
- Support in SPIRV writer - Naga mesh shader SPIR-V writer #8456
- Support in HLSL writer - taken on by @luc-rodriguez
- Support in MSL writer - MSL writer for mesh shaders #8493
- Support in WGSL regurgitator - Naga mesh shader WGSL writer #8481
- Support in SPIR-V frontend
- Reflection info for pipeline validation - New mesh shader limits #8507
- Restrict builtins in mesh shader outputs #8360
wgpu-hal backends
- Vulkan - Mesh shaders - initial wgpu hal changes #7089
- DX12 - Mesh Shading for DirectX 12 #7219 ([hal/dx12] Mesh Shaders #8110) - still needs naga support
- Metal - [hal/metal] Mesh Shaders #8139 - naga PR separate
Other
- Formal spec - Added mesh shading spec #7885
-
wgpuAPI - Add mesh shading api to wgpu & wgpu-core #7345 -
wgpu-corepipeline validation - Add mesh shading api to wgpu & wgpu-core #7345 (?) - Limits & validation of mesh and task shader interface in wgpu-core #8003 - New mesh shader limits #8507
- General tests- Add mesh shading api to wgpu & wgpu-core #7345
- More tests - line rendering, limits, etc
- Examples - Add mesh shading api to wgpu & wgpu-core #7345
- Fate of
EXPERIMENTAL_MESH_SHADER_MULTIVIEW#8343
Features
- Multiview mesh shaders #7262
- Primitive ID builtin - not supported in wgpu in general yet - Support
enable primitive-index;in WGSL #8236 required - Queries - Mesh shader queries #8523 (unplanned)
- Point primitives(at least in vulkan, probably its own feature)
- Finalize limits - Limits & validation of mesh and task shader interface in wgpu-core #8003 - New mesh shader limits #8507
Current Priorities
- Multiview in
wgpu-hal- very simple - Add multiview mesh shaders to wgpu-hal #7278 - Naga types - needed for
wgpu-halcompleteness(current code pretends they are compute shaders) - Add mesh shader stages to wgt::ShaderStages and naga::ShaderStage #7292 - Formal spec created and added to trunk - Added mesh shading spec #7885
- Experimental
wgpuAPI - blocking many things - Add mesh shading api to wgpu & wgpu-core #7345 - Naga WGSL frontend - needed for proper
wgpuimplementation - WGSL parsing for mesh shaders #8370 - Naga SPIRV backend - needed for proper
wgpuimplementation - Naga mesh shader SPIR-V writer #8456 - DX12 in
wgpu-hal- desired - [hal/dx12] Mesh Shaders #8110 - Naga reflection info, needed for proper
wgpuimplementation - New mesh shader limits #8507 - Lots of testing for
wgpu- partly in Add mesh shading api to wgpu & wgpu-core #7345
Issues to work out
- How to implement multiview, what features, etc
- Queries
darzu, Bromles, aedm, matthewjberger, bbb651 and 4 more
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feature: mesh shadersIssues with the Mesh Shading Native FeatureIssues with the Mesh Shading Native Featuretype: trackingNot a bug or an enhancementNot a bug or an enhancement