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Mesh shader HLSL writer #8752
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Mesh shader HLSL writer #8752
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Co-authored-by: Inner Daemons <[email protected]>
Co-authored-by: Connor Fitzgerald <[email protected]>
cwfitzgerald
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You know, the youzh
| @mesh(mesh_output) @workgroup_size(2, 1, 1) | ||
| fn ms_divergent(@builtin(local_invocation_id) thread_id_1: vec3<u32>) { |
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Why was this changed?
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Our HLSL writer has a bug where it doesn't consider the local_invocation_index being written by the zero-initializer/mesh shader output loop to be a builtin. So I had to use an alternative here, since local_invocation_index was being used elsewhere
Co-authored-by: Connor Fitzgerald <[email protected]>
Connections
Part of #7197
Closes #7219
Related to #8739
Depends on #8756
Description
Adds support for mesh shaders to HLSL writer. There still exist some things to do:
Limit dispatched workgroup countsOnly expose mesh shader feature on DX12 if DXC with shader model is supportedRequire shader model 6.5 in nagaChangelog entryTesting
Existing tests, snapshots
Squash or Rebase?
Squash
Checklist
cargo fmt.taplo format.cargo clippy --tests. If applicable, add:--target wasm32-unknown-unknowncargo xtask testto run tests.CHANGELOG.mdentry.