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Task shaders store their output payload to VRAM where mesh shaders read from. There are two ring buffers: 1. Draw ring: this is where mesh dispatch sizes and the ready bit are stored. 2. Payload ring: this is where the optional payload is stored (up to 16K per task workgroup). Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Rhys Perry <pendingchaos02@gmail.com> Part-of: <!14929>
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