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Refactor our current rendering pipeline to use mesh shaders, replacing the traditional vertex-fragment pipeline for improved performance and flexibility in geometry processing.
Tasks
1. Update Vulkan Initialization
Enable Vulkan 1.2 or later
Add mesh shader feature requirements
2. Shader Development
Create a new mesh shader to replace vertex shader functionality
Modify existing fragment shader to work with mesh shader outputs
(Optional) Implement a task shader for pre-processing and culling
3. Pipeline Creation
Update PipelineGenerator to support mesh shader pipelines
Remove vertex input state and input assembly state from pipeline creation
Add mesh shader stage to pipeline
4. Mesh Data Handling
Implement Shader Storage Buffer Objects (SSBOs) for mesh data
Create a buffer for positions, normals, texture coordinates, etc.
Update C++ code to fill and bind these buffers
5. Draw Call Updates
Replace traditional draw calls with vkCmdDrawMeshTasksEXT
Implement logic to calculate appropriate group counts (X, Y, Z)
Definition of Done
Mesh shader pipeline is fully implemented and integrated into the engine
All existing models render correctly using the new pipeline
Performance meets or exceeds the traditional pipeline in benchmark tests
Code is well-documented and follows our style guidelines
Pull request is reviewed and approved by at least one other team member
The text was updated successfully, but these errors were encountered:
Implement Mesh Shading
Objective
Refactor our current rendering pipeline to use mesh shaders, replacing the traditional vertex-fragment pipeline for improved performance and flexibility in geometry processing.
Tasks
1. Update Vulkan Initialization
2. Shader Development
3. Pipeline Creation
PipelineGenerator
to support mesh shader pipelines4. Mesh Data Handling
5. Draw Call Updates
vkCmdDrawMeshTasksEXT
Definition of Done
The text was updated successfully, but these errors were encountered: