Implement task shader support (but not yet the task/mesh draw commands) for the NV_mesh_shader extension.
What is a Task Shader?
Task shader is an optional stage that can run before a Mesh shader in a graphics pipeline. It's a compute-like stage whose primary output is the number of launched mesh shader workgroups (1 task shader workgroup can launch up to 2^22 mesh shader workgroups), and also has an optional payload output which is up to 16K bytes.
Task shaders on RDNA2 work by submitting two queues in parallel: a compute queue which executes the actual task shader (compiled into a compute shader), and a graphics queue which executes the mesh shader and everything else. It is required that the compute submission is added as a scheduled dependency to the graphics submission.
- NIR, SPIR-V: a new NIR variable mode
nir_var_mem_task_payloadis added which can represent the task shader output payload. This is necessary because
nir_var_shader_outis limited to 32x vec4 generic outputs, so can't fit the 16K.
- AC: a few new I/O lowering passes are added:
- Task shader outputs
- Mesh shader inputs
- Emulation of
firstTaskin Task shaders (not supported natively by the hardware)
- Add ability to do the compute submission as a dependency of the graphics submission
- Compile and execute task shaders
Future work, planned as follow-up
- Task + Mesh shader draw calls