Mesh Shading
Task and mesh shaders operate in workgroups to produce a collection of primitives that will be processed by subsequent stages of the graphics pipeline.
Work on the mesh pipeline is initiated by the application drawing a set of mesh tasks organized in global workgroups. If the optional task shader is active, each workgroup triggers the execution of task shader invocations that will create a new set of mesh workgroups upon completion. Each of these created workgroups, or each of the original workgroups if no task shader is present, triggers the execution of mesh shader invocations.
Each mesh shader workgroup emits zero or more output primitives along with the group of vertices and their associated data required for each output primitive.
Task Shader Input
For every workgroup issued via the drawing commands a group of task shader invocations is executed. There are no inputs other than the builtin workgroup identifiers.
Task Shader Output
The task shader can emit zero or more mesh workgroups to be generated.
Shaders using the TaskNV
Execution
Model
can do so using the
built-in variable TaskCountNV
.
This value must be less than or equal to
VkPhysicalDeviceMeshShaderPropertiesNV
::maxTaskOutputCount
.
Shaders using the TaskEXT
Execution
Model
can do so using the
OpEmitMeshTasksEXT
instruction.
The groupCountX
, groupCountY
and groupCountZ
arguments passed
to this instruction must be less than or equal to the respective dimension
within
VkPhysicalDeviceMeshShaderPropertiesEXT
::maxMeshWorkGroupCount
.
The product of these arguments must be less than or equal to
VkPhysicalDeviceMeshShaderPropertiesEXT
::maxMeshWorkGroupTotalCount
.
The task shader can also pass user-defined data to all mesh shader
invocations that it creates.
Shaders using the TaskNV
Execution
Model
can do so by writing to
output variables that are decorated with PerTaskNV
.
They are available as inputs in mesh shaders.
Shaders using the TaskEXT
Execution
Model
can do so by writing to a
payload variable with TaskPayloadWorkgroupEXT
storage class that is
passed to the OpEmitMeshTasksEXT
instruction.
Mesh Generation
If a task shader exists, the mesh assembler creates a variable amount of mesh workgroups depending on each task’s output. If there is no task shader, the drawing commands emit the mesh shader invocations directly.
Mesh Shader Input
The only inputs available to the mesh shader are variables identifying the
specific workgroup and invocation and, if applicable,
any outputs written as PerTaskNV
or
the payload variable passed to the OpEmitMeshTasksEXT
instruction
by the task shader that spawned the mesh shader’s workgroup.
The mesh shader can operate without a task shader as well.
Mesh Shader Output
A mesh shader generates primitives in one of three output modes: points,
lines, or triangles.
For shaders using the MeshNV
Execution
Model
the primitive mode is
specified in the shader using an OpExecutionMode
instruction with the
OutputPoints
, OutputLinesNV
, or OutputTrianglesNV
modes,
respectively.
For shaders using the MeshEXT
Execution
Model
the primitive mode is
specified in the shader using an OpExecutionMode
instruction with the
OutputPoints
, OutputLinesEXT
, or OutputTrianglesEXT
modes,
respectively.
Each mesh shader must include exactly one output primitive mode.
For shaders using the MeshNV
Execution
Model
the maximum output vertex
count is specified as a literal in the shader using an OpExecutionMode
instruction with the mode set to OutputVertices
and must be less than
or equal to
VkPhysicalDeviceMeshShaderPropertiesNV
::maxMeshOutputVertices
.
For shaders using the MeshEXT
Execution
Model
the maximum output
vertex count is specified as a literal in the shader using an
OpExecutionMode
instruction with the mode set to OutputVertices
and must be less than or equal to
VkPhysicalDeviceMeshShaderPropertiesEXT
::maxMeshOutputVertices
.
For shaders using the MeshNV
Execution
Model
the maximum output
primitive count is specified as a literal in the shader using an
OpExecutionMode
instruction with the mode set to
OutputPrimitivesNV
and must be less than or equal to
VkPhysicalDeviceMeshShaderPropertiesNV
::maxMeshOutputPrimitives
.
For shaders using the MeshEXT
Execution
Model
the maximum output
primitive count is specified as a literal in the shader using an
OpExecutionMode
instruction with the mode set to
OutputPrimitivesEXT
, and must be less than or equal to
VkPhysicalDeviceMeshShaderPropertiesEXT
::maxMeshOutputPrimitives
.
For shaders using the MeshNV
Execution
Model
the number of primitives
output by the mesh shader is provided via writing to the
built-in variable PrimitiveCountNV
and
must be less than or equal to the maximum output primitive count specified
in the shader.
A variable decorated with PrimitiveIndicesNV
is an output array of
local index values into the vertex output arrays from which primitives are
assembled according to the output primitive type.
For shaders using the MeshEXT
Execution
Model
the number of vertices
and primitives output by the mesh shader is provided via calling the
OpSetMeshOutputsEXT
instruction.
The vertexCount
argument must be less than or equal to the maximum
output vertex count specified in the shader.
The primitiveCount
argument must be less than or equal to the maximum
output primitive count specified in the shader.
Depending on the output primitive mode an appropriately-decorated variable is the output array of local index values into the vertex output arrays from which primitives are assembled according to the output primitive type:
-
OutputPoints
uses thePrimitivePointIndicesEXT
decoration. -
OutputLinesEXT
uses thePrimitiveLineIndicesEXT
decoration. -
OutputTrianglesEXT
uses thePrimitiveTriangleIndicesEXT
decoration.
These resulting primitives are then further processed as described in Rasterization.
With the exception of primitive indices, all output built-ins and custom
attributes count towards the total storage size occupied by output variables
in mesh shaders.
This size can be calculated as follows, taking into account the fact that
the number of effective scalar attributes is 4 times the number of effective
locations used according to the location assignment rules.
Let be the number of views, be the number of
effective scalar per-vertex attributes not dependent on ViewIndex
,
be the number of effective scalar per-vertex attributes
dependent on ViewIndex
, be the maximum number of
vertices specified by the OutputVertices
Execution
Mode
,
be meshOutputPerVertexGranularity
, be
the number of effective scalar per-primitive attributes not dependent on
ViewIndex
, be the number of effective scalar
per-primitive attributes dependent on ViewIndex
, be the
maximum number of primitives specified by the OutputPrimitivesEXT
Execution
Mode
and be
meshOutputPerPrimitiveGranularity
:
Mesh Shader Per-View Outputs
The mesh shader outputs decorated with the PositionPerViewNV
,
ClipDistancePerViewNV
, CullDistancePerViewNV
, LayerPerViewNV
,
and ViewportMaskPerViewNV
built-in decorations are the per-view
versions of the single-view variables with equivalent names (that is
Position
, ClipDistance
, CullDistance
, Layer
, and
ViewportMaskNV
, respectively).
If a shader statically assigns a value to any element of a per-view array it
must not statically assign a value to the equivalent single-view variable.
Each of these outputs is considered arrayed, with separate values for each view. The view number is used to index the first dimension of these arrays.
The second dimension of the ClipDistancePerViewNV
, and
CullDistancePerViewNV
arrays have the same requirements as the
ClipDistance
, and CullDistance
arrays.
If a mesh shader output is per-view, the corresponding fragment shader input is taken from the element of the per-view output array that corresponds to the view that is currently being processed by the fragment shader.
These per-view outputs are available only in shaders using the MeshNV
Execution
Model
.
They are not available in shaders using the MeshEXT
Execution
Model
.
Mesh Shader Primitive Ordering
Following guarantees are provided for the relative ordering of primitives produced by a mesh shader, as they pertain to primitive order.
-
When a task shader is used, mesh workgroups spawned from lower tasks will be ordered prior those workgroups from subsequent tasks.
-
All output primitives generated from a given mesh workgroup are passed to subsequent pipeline stages before any output primitives generated from subsequent input workgroups.
-
All output primitives within a mesh workgroup, will be generated in the ordering provided by the builtin primitive indexbuffer (from low address to high address).