Class EXTMeshShader

java.lang.Object
org.lwjgl.vulkan.EXTMeshShader

public class EXTMeshShader extends Object
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.

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

Name String
VK_EXT_mesh_shader
Extension Type
Device extension
Registered Extension Number
329
Revision
1
Extension and Version Dependencies
VK_KHR_spirv_1_4
API Interactions
  • Interacts with VK_VERSION_1_2
  • Interacts with VK_EXT_device_generated_commands
  • Interacts with VK_KHR_draw_indirect_count
  • Interacts with VK_KHR_fragment_shading_rate
  • Interacts with VK_NV_device_generated_commands
  • Interacts with VkPhysicalDeviceMeshShaderFeaturesEXT::primitiveFragmentShadingRateMeshShader
SPIR-V Dependencies
Contact
Extension Proposal
VK_EXT_mesh_shader
Other Extension Metadata
Last Modified Date
2022-01-20
Interactions and External Dependencies
Contributors
  • Christoph Kubisch, NVIDIA
  • Pat Brown, NVIDIA
  • Jeff Bolz, NVIDIA
  • Daniel Koch, NVIDIA
  • Piers Daniell, NVIDIA
  • Pierre Boudier, NVIDIA
  • Patrick Mours, NVIDIA
  • David Zhao Akeley, NVIDIA
  • Kedarnath Thangudu, NVIDIA
  • Timur Kristóf, Valve
  • Hans-Kristian Arntzen, Valve
  • Philip Rebohle, Valve
  • Mike Blumenkrantz, Valve
  • Slawomir Grajewski, Intel
  • Michal Pietrasiuk, Intel
  • Mariusz Merecki, Intel
  • Tom Olson, ARM
  • Jan-Harald Fredriksen, ARM
  • Sandeep Kakarlapudi, ARM
  • Ruihao Zhang, QUALCOMM
  • Ricardo Garcia, Igalia, S.L.
  • Tobias Hector, AMD
  • Stu Smith, AMD