SkepticalFox Posted February 15, 2021 Share Posted February 15, 2021 Mesh shaders provide a new programmable geometry processing pipeline, replacing the traditional vertex/tessellation/geometry pipeline. This pipeline is built around two shader stages: the task shader and the mesh shader. If enabled, the task shader specifies the number of mesh shaders to spawn for each task. This can be used for variable workload expansion or reduction. The mesh shader writes a compact mesh description (meshlets) to on-chip memory and then feeds that output to the rasterizer for further processing. This provides a flexible and efficient compute-like programming model supporting generic cooperative thread group features (workgroups, shared memory, barrier synchronizations, etc.). This can be used to implement efficient culling or LOD schemes, perform procedural geometry generation, and many other techniques. https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/ https://www.geeks3d.com/20200519/introduction-to-mesh-shaders-opengl-and-vulkan/ https://opengl.gpuinfo.org/listreports.php?extension=GL_NV_mesh_shader 1 @ Quote Link to comment Short link Share on other sites More sharing options...
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